My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Godly!

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Skeleton Barrel Firecracker P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Skeleton Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Skeleton Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Knight Skeleton Barrel P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Skeleton Barrel Firecracker

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Skeleton Barrel
Giant Snowball
Fire Spirit Bats Skeleton Barrel
Zap
Fire Spirit Bats Skeleton Barrel Firecracker
Barbarian Barrel
Fire Spirit Knight Skeleton Barrel Firecracker
The Log
Fire Spirit Skeleton Barrel Firecracker
Earthquake
Firecracker
Arrows
Fire Spirit Bats Skeleton Barrel Firecracker
Royal Delivery
Fire Spirit Bats Knight Skeleton Barrel Firecracker P.E.K.K.A
Fireball
Skeleton Barrel Firecracker
Poison
Bats Skeleton Barrel Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Firecracker

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit Bats Arrows Knight Skeleton Barrel P.E.K.K.A

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Fire Spirit Bats Arrows Knight Skeleton Barrel Firecracker P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

6 Mirror Fire Spirit Bats Arrows

Attack Synergies 8 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Fire Spirit
P.E.K.K.A Knight Skeleton Barrel
Bats
Knight Skeleton Barrel Firecracker P.E.K.K.A
Arrows
Mirror P.E.K.K.A Knight Skeleton Barrel
Knight
Bats Skeleton Barrel Firecracker Fire Spirit Arrows
Skeleton Barrel
Bats Knight Firecracker Fire Spirit Arrows Mirror
Firecracker
Knight Skeleton Barrel Bats Mirror P.E.K.K.A
Mirror
Arrows Skeleton Barrel Firecracker
P.E.K.K.A
Fire Spirit Arrows Bats Firecracker

Defense Synergies 4 8

Fire Spirit
Knight Firecracker P.E.K.K.A
Bats
Knight Firecracker P.E.K.K.A
Arrows
Mirror Knight P.E.K.K.A
Knight
Fire Spirit Bats Firecracker Arrows
Skeleton Barrel
Firecracker
Knight Fire Spirit Bats Mirror P.E.K.K.A
Mirror
Arrows Firecracker
P.E.K.K.A
Fire Spirit Bats Arrows Firecracker

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Skeleton Barrel Firecracker
P.E.K.K.A Bats Knight Firecracker
P.E.K.K.A Fire Spirit Bats Knight
P.E.K.K.A Bats Knight Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Fire Spirit Bats Firecracker
Bats Fire Spirit Arrows Firecracker
Arrows Skeleton Barrel P.E.K.K.A
P.E.K.K.A
Knight Fire Spirit Firecracker
Bats Arrows Knight Firecracker
Arrows Bats Firecracker
P.E.K.K.A Fire Spirit Bats Knight
Fire Spirit Bats Arrows Firecracker P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A
Bats Arrows Knight Firecracker P.E.K.K.A
Fire Spirit Arrows Bats Knight Firecracker
Arrows Fire Spirit Bats Knight Firecracker
P.E.K.K.A
Fire Spirit Bats Arrows Knight Firecracker P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight P.E.K.K.A
Arrows Knight Skeleton Barrel Firecracker
P.E.K.K.A Bats Knight
P.E.K.K.A Bats Knight
P.E.K.K.A Knight
Fire Spirit Arrows Firecracker Bats Skeleton Barrel
P.E.K.K.A Bats Knight
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Firecracker
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight
Firecracker
Bats Knight Firecracker P.E.K.K.A
Bats Arrows Firecracker P.E.K.K.A
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Skeleton Barrel Arrows Knight Firecracker
Arrows Firecracker Skeleton Barrel
Arrows Skeleton Barrel
Arrows Knight Skeleton Barrel Firecracker
Fire Spirit Arrows Firecracker
Arrows Firecracker Fire Spirit Bats Skeleton Barrel
Fire Spirit Arrows Firecracker
Arrows Fire Spirit Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Fire Spirit Bats
Firecracker Arrows Knight Skeleton Barrel
Fire Spirit Arrows Firecracker
Fire Spirit Knight Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows
Bats
Fire Spirit Arrows Skeleton Barrel Firecracker
Fire Spirit Arrows Skeleton Barrel Firecracker
Arrows
Arrows Skeleton Barrel
Arrows Firecracker Fire Spirit
Arrows Firecracker Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Firecracker
Fire Spirit Bats Arrows Firecracker
Bats Skeleton Barrel Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Skeleton Barrel Fire Spirit Bats
Fire Spirit Arrows Firecracker
Arrows
Knight Firecracker
Arrows Skeleton Barrel Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Firecracker
Firecracker Bats
Skeleton Barrel Firecracker
P.E.K.K.A
Firecracker

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