My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

2 warnings Why?

Deck tips

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

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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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

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

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Mini P.E.K.K.A Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Mini 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.

Mini P.E.K.K.A Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

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 Mini P.E.K.K.A Skeleton Army

Strong when overleveled

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

Goblin Barrel Skeleton Army

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 Goblin Barrel

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.

Mediocre

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 Zap The Log Goblin Barrel Skeleton Army Mini P.E.K.K.A

Shortest cycle

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

5 Mirror Fire Spirit Bats Zap

Attack Synergies 3 12

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
Zap Mini P.E.K.K.A Goblin Barrel
Bats
Zap Mini P.E.K.K.A Goblin Barrel
Zap
Mirror Fire Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fire Spirit Bats Zap Mirror The Log
Mirror
Zap Goblin Barrel The Log Mini P.E.K.K.A Skeleton Army
Goblin Barrel
Mirror Fire Spirit Bats Skeleton Army
Skeleton Army
Mirror Goblin Barrel
The Log
Mirror Zap Mini P.E.K.K.A

Defense Synergies 4 12

Fire Spirit
Zap Mini P.E.K.K.A The Log
Bats
Zap Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Mirror Fire Spirit Bats Skeleton Army The Log
Mini P.E.K.K.A
Zap The Log Fire Spirit Bats Mirror Skeleton Army
Mirror
Zap Skeleton Army Mini P.E.K.K.A The Log
Goblin Barrel
Skeleton Army
Mirror Zap Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Fire Spirit Bats Zap Mirror Skeleton Army

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.

Zap The Log
Mini P.E.K.K.A Skeleton Army Bats Zap The Log
Mini P.E.K.K.A Skeleton Army Fire Spirit Bats
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Fire Spirit Bats Zap
Bats Fire Spirit Zap
Zap The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Mini P.E.K.K.A
Bats Skeleton Army Zap The Log
Bats Zap
Mini P.E.K.K.A Skeleton Army Fire Spirit Bats Zap The Log
Fire Spirit Skeleton Army Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A Skeleton Army
Fire Spirit Bats Zap Skeleton Army The Log
Zap The Log Fire Spirit Bats
Mini P.E.K.K.A
Skeleton Army Fire Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap
Zap Mini P.E.K.K.A The Log
Skeleton Army Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Bats Zap The Log
Mini P.E.K.K.A Skeleton Army
Fire Spirit Bats Zap
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army
Zap Bats Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army Zap The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Bats Zap Mini P.E.K.K.A The Log
Bats Zap Mini P.E.K.K.A The Log
Zap

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.)

The Log
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Bats Mini P.E.K.K.A
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Zap The Log
Zap The Log
The Log
Bats Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Bats Zap
Zap Bats
Mini P.E.K.K.A
Zap The Log
Zap
The Log
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap
The Log
Mini P.E.K.K.A
The Log Zap
Zap
Zap Bats The Log
Bats Zap
Zap The Log

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