My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Ice Spirit Knight Elixir Golem Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Earthquake The Log

Punishments

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

Elixir Golem

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Ice Spirit Knight Elixir Golem 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.

Electro Dragon

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
Elixir Golem
Giant Snowball
Fire Spirit Electro Dragon
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Ice Spirit Knight Elixir Golem
The Log
Fire Spirit Ice Spirit Elixir Golem
Earthquake
Elixir Golem
Arrows
Fire Spirit Ice Spirit
Royal Delivery
Fire Spirit Ice Spirit Knight Elixir Golem Electro Dragon P.E.K.K.A
Fireball
Elixir Golem Electro Dragon
Poison
Elixir Golem Electro Dragon
Lightning
Knight Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Earthquake Electro Dragon 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 Ice Spirit Knight Elixir Golem 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 Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit The Log Knight Earthquake Elixir Golem Electro Dragon P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Ice Spirit The Log Knight

Attack Synergies 4 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
P.E.K.K.A Knight Elixir Golem
Ice Spirit
Knight P.E.K.K.A Elixir Golem
Knight
Ice Spirit Fire Spirit Earthquake Electro Dragon The Log
Earthquake
Elixir Golem Knight P.E.K.K.A The Log
Elixir Golem
Earthquake Fire Spirit Ice Spirit Electro Dragon The Log
Electro Dragon
Knight Elixir Golem P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Earthquake Electro Dragon The Log
The Log
Knight Earthquake Elixir Golem P.E.K.K.A

Defense Synergies 3 12

Fire Spirit
Knight Ice Spirit P.E.K.K.A The Log
Ice Spirit
Fire Spirit Knight Earthquake Electro Dragon P.E.K.K.A The Log
Knight
Fire Spirit Electro Dragon Ice Spirit Earthquake The Log
Earthquake
Ice Spirit Knight The Log
Elixir Golem
Electro Dragon
Knight Ice Spirit The Log
P.E.K.K.A
The Log Fire Spirit Ice Spirit
The Log
P.E.K.K.A Fire Spirit Ice Spirit Knight Earthquake Electro Dragon

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.

Earthquake Knight Electro Dragon The Log
P.E.K.K.A Ice Spirit Knight Electro Dragon The Log
P.E.K.K.A Fire Spirit Knight Electro Dragon
P.E.K.K.A Knight Electro Dragon
Earthquake P.E.K.K.A The Log
The Log Fire Spirit Earthquake Electro Dragon
Fire Spirit Ice Spirit Electro Dragon
Earthquake Electro Dragon P.E.K.K.A The Log
P.E.K.K.A
Knight Fire Spirit Ice Spirit
Knight Earthquake Electro Dragon The Log
Electro Dragon
P.E.K.K.A Fire Spirit Ice Spirit Knight Earthquake Electro Dragon The Log
Fire Spirit Ice Spirit Earthquake Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Knight
Ice Spirit P.E.K.K.A The Log
Knight Electro Dragon P.E.K.K.A
Fire Spirit Ice Spirit Knight Electro Dragon The Log
Earthquake The Log Fire Spirit Ice Spirit Knight Electro Dragon
P.E.K.K.A
Fire Spirit Knight Earthquake Electro Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight P.E.K.K.A
Knight Electro Dragon The Log
P.E.K.K.A Ice Spirit Knight Electro Dragon The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Knight
Fire Spirit Ice Spirit Electro Dragon
P.E.K.K.A Knight
P.E.K.K.A Knight
Electro Dragon P.E.K.K.A Ice Spirit Knight The Log
P.E.K.K.A
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A The Log
P.E.K.K.A Knight
Electro Dragon
Electro Dragon Ice Spirit Knight P.E.K.K.A The Log
Earthquake Electro Dragon P.E.K.K.A The Log

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.)

Earthquake Knight Electro Dragon The Log
Electro Dragon The Log
Earthquake Electro Dragon The Log
Earthquake Knight The Log
Fire Spirit Earthquake The Log
Fire Spirit Ice Spirit Electro Dragon
Fire Spirit Earthquake The Log
Earthquake The Log Fire Spirit Ice Spirit Electro Dragon
The Log Electro Dragon
Fire Spirit Electro Dragon
Knight Earthquake Electro Dragon The Log
Fire Spirit Electro Dragon
Earthquake Fire Spirit Knight The Log
Earthquake Electro Dragon
Earthquake The Log
Earthquake Electro Dragon The Log
Earthquake Electro Dragon The Log
Earthquake
Fire Spirit Earthquake Electro Dragon The Log
Fire Spirit Earthquake Electro Dragon The Log
Earthquake The Log
The Log
Earthquake Electro Dragon The Log
Earthquake The Log Fire Spirit Ice Spirit Electro Dragon
The Log Earthquake Electro Dragon
Electro Dragon The Log
The Log
Fire Spirit Electro Dragon
Electro Dragon Ice Spirit
Earthquake Electro Dragon The Log
Ice Spirit Electro Dragon
P.E.K.K.A
Earthquake The Log
Earthquake Fire Spirit Ice Spirit Electro Dragon
Fire Spirit Electro Dragon
The Log
Knight Electro Dragon
The Log Earthquake Electro Dragon
Electro Dragon P.E.K.K.A
Electro Dragon Ice Spirit The Log
Electro Dragon
Electro Dragon The Log
P.E.K.K.A
Electro Dragon

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