My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard Inferno Dragon

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.

Bomber Prince P.E.K.K.A Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Miner

Damage spells

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

Missing

Punishments

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

Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Fire Spirit Prince 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.

Miner Electro Wizard

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
Bomber Guards Prince Miner Inferno Dragon
Giant Snowball
Fire Spirit Bomber Guards Miner Inferno Dragon
Zap
Fire Spirit Bomber Guards Prince Inferno Dragon
Barbarian Barrel
Fire Spirit Bomber Guards Electro Wizard
The Log
Fire Spirit Bomber Guards Prince
Earthquake
Bomber Guards
Arrows
Fire Spirit Bomber Guards
Royal Delivery
Fire Spirit Bomber Guards Prince P.E.K.K.A Miner Electro Wizard Inferno Dragon
Fireball
Bomber Electro Wizard Inferno Dragon
Poison
Bomber Guards Electro Wizard
Lightning
Prince Electro Wizard Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber

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 Guards Prince P.E.K.K.A Miner Inferno Dragon

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 Electro Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Guards Miner Electro Wizard Inferno Dragon Prince P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bomber Guards Miner

Attack Synergies 4 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 Miner Prince Inferno Dragon
Bomber
Prince P.E.K.K.A Miner
Guards
Miner
Prince
Fire Spirit Bomber Miner Electro Wizard
P.E.K.K.A
Fire Spirit Electro Wizard Bomber
Miner
Fire Spirit Guards Bomber Prince Electro Wizard Inferno Dragon
Electro Wizard
P.E.K.K.A Prince Miner
Inferno Dragon
Fire Spirit Miner

Defense Synergies 0 11

Fire Spirit
P.E.K.K.A Electro Wizard
Bomber
Guards P.E.K.K.A Miner Electro Wizard
Guards
Bomber Prince Electro Wizard
Prince
Guards Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Electro Wizard
Miner
Bomber
Electro Wizard
Fire Spirit Bomber Guards Prince P.E.K.K.A Inferno Dragon
Inferno Dragon
Electro Wizard

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.

Bomber Electro Wizard
P.E.K.K.A Inferno Dragon Prince Electro Wizard
Prince P.E.K.K.A Fire Spirit Bomber Electro Wizard Inferno Dragon
Prince P.E.K.K.A Inferno Dragon Guards Electro Wizard
Bomber Prince P.E.K.K.A
Fire Spirit Bomber Guards Electro Wizard
Electro Wizard Inferno Dragon Fire Spirit
P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Prince
Guards Fire Spirit Bomber Prince Miner Electro Wizard
Guards Electro Wizard Bomber
Inferno Dragon Electro Wizard
Prince P.E.K.K.A Fire Spirit Bomber Guards Electro Wizard
Fire Spirit Bomber Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Prince P.E.K.K.A Electro Wizard
Fire Spirit Bomber Guards Prince Electro Wizard
Fire Spirit Bomber Guards Electro Wizard Inferno Dragon
P.E.K.K.A Prince Electro Wizard Inferno Dragon
Bomber Fire Spirit Guards Prince P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards Prince P.E.K.K.A Electro Wizard
Electro Wizard Bomber Prince Miner Inferno Dragon
Guards P.E.K.K.A Prince Electro Wizard
Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Prince Inferno Dragon
Fire Spirit Electro Wizard
Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince Inferno Dragon
P.E.K.K.A Electro Wizard Prince Inferno Dragon
P.E.K.K.A Guards Inferno Dragon
P.E.K.K.A Inferno Dragon Guards Prince
P.E.K.K.A Guards Prince Electro Wizard
Prince P.E.K.K.A Guards
Bomber
Guards Electro Wizard Bomber Prince P.E.K.K.A Inferno Dragon
Bomber P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Electro Wizard

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.)

Guards
Miner Electro Wizard
Miner
Guards Prince
Bomber Fire Spirit
Fire Spirit
Fire Spirit Bomber
Fire Spirit
Miner
Fire Spirit Guards Prince Electro Wizard
Miner Prince Electro Wizard
Fire Spirit
Fire Spirit Miner
Prince
Bomber
Bomber
Fire Spirit Bomber Prince Electro Wizard
Fire Spirit Bomber Miner
Prince
Prince
Fire Spirit Bomber
Inferno Dragon
Miner Electro Wizard
Prince Miner
Miner
Fire Spirit Electro Wizard
Electro Wizard Guards
Bomber Miner
Electro Wizard
P.E.K.K.A Prince
Electro Wizard Fire Spirit Guards Prince
Fire Spirit Electro Wizard
Miner Prince Electro Wizard
Bomber
Prince P.E.K.K.A
Guards Electro Wizard
Electro Wizard
Prince Miner Electro Wizard
Prince P.E.K.K.A Inferno Dragon

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