My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Zappies Hunter Executioner 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.

Knight Zappies Hunter Executioner P.E.K.K.A Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Pump responses

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

Fireball

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 P.E.K.K.A

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
Inferno Dragon
Giant Snowball
Fire Spirit Zappies Inferno Dragon
Zap
Fire Spirit Zappies Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Zappies Hunter Executioner
The Log
Fire Spirit Zappies Hunter
Earthquake
Zappies
Arrows
Fire Spirit Zappies
Royal Delivery
Fire Spirit Knight Zappies Hunter Executioner P.E.K.K.A Inferno Dragon
Fireball
Zappies Hunter Executioner Inferno Dragon
Poison
Zappies Hunter Executioner
Lightning
Knight Hunter Executioner Inferno Dragon
Rocket
Hunter Executioner Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Hunter Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Hunter Executioner

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 Knight Executioner P.E.K.K.A Inferno Dragon

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.

Fireball

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 Fireball

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.

Fire Spirit Knight Fireball Zappies Hunter Inferno Dragon Executioner P.E.K.K.A

Shortest cycle

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

12 Fire Spirit Knight Fireball Zappies

Attack Synergies 2 8

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 Inferno Dragon
Knight
Executioner Fire Spirit Fireball Zappies Hunter
Fireball
Knight
Zappies
Knight P.E.K.K.A
Hunter
Knight P.E.K.K.A
Executioner
Knight P.E.K.K.A
P.E.K.K.A
Fire Spirit Zappies Hunter Executioner
Inferno Dragon
Fire Spirit

Defense Synergies 3 6

Fire Spirit
Knight P.E.K.K.A
Knight
Fire Spirit Hunter Executioner Fireball Zappies
Fireball
Knight Zappies
Zappies
Knight Fireball P.E.K.K.A
Hunter
Knight P.E.K.K.A
Executioner
Knight
P.E.K.K.A
Fire Spirit Zappies Hunter
Inferno 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.

Knight Fireball Zappies Executioner
Hunter P.E.K.K.A Inferno Dragon Knight Zappies Executioner
Hunter P.E.K.K.A Fire Spirit Knight Zappies Executioner Inferno Dragon
Hunter P.E.K.K.A Inferno Dragon Knight Zappies
Fireball P.E.K.K.A
Fireball Fire Spirit Zappies Hunter Executioner
Hunter Inferno Dragon Fire Spirit Fireball Zappies Executioner
Fireball P.E.K.K.A
Zappies Hunter P.E.K.K.A Inferno Dragon
Knight Fire Spirit Zappies Hunter
Executioner Knight Fireball Zappies Hunter
Hunter Executioner Inferno Dragon Fireball Zappies
Hunter P.E.K.K.A Fire Spirit Knight Fireball Zappies
Fire Spirit Fireball Executioner Zappies Hunter P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight Zappies Hunter
Fireball Zappies Hunter P.E.K.K.A Inferno Dragon
Knight Fireball Zappies Hunter Executioner P.E.K.K.A
Fire Spirit Fireball Knight Zappies Hunter Executioner
Hunter Executioner Fire Spirit Knight Fireball Zappies Inferno Dragon
P.E.K.K.A Zappies Hunter Inferno Dragon
Fire Spirit Knight Fireball Zappies Hunter Executioner P.E.K.K.A

Counters to secondary win conditions

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

Knight Fireball Zappies P.E.K.K.A
Fireball Knight Hunter Executioner Inferno Dragon
Zappies P.E.K.K.A Knight Hunter
Hunter P.E.K.K.A Knight Fireball Zappies
P.E.K.K.A Knight Zappies Hunter Executioner Inferno Dragon
Fire Spirit Fireball Executioner Zappies Hunter
P.E.K.K.A Knight Fireball Zappies Hunter
P.E.K.K.A Knight Zappies Hunter Inferno Dragon
P.E.K.K.A Knight Fireball Zappies Inferno Dragon
P.E.K.K.A Zappies Inferno Dragon
P.E.K.K.A Inferno Dragon Knight Zappies Hunter
P.E.K.K.A Fireball
P.E.K.K.A Knight Fireball Zappies Hunter Executioner
Fireball Zappies Executioner
Zappies Knight Fireball Hunter Executioner P.E.K.K.A Inferno Dragon
Executioner Fireball Zappies Hunter P.E.K.K.A Inferno Dragon
Fireball

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.)

Fireball Knight
Fireball Executioner
Fireball
Knight Fireball
Fireball Executioner Fire Spirit
Fireball Executioner Fire Spirit Hunter
Fire Spirit Executioner
Fireball Fire Spirit Hunter Executioner
Fireball
Fire Spirit Fireball
Knight Fireball
Fireball Fire Spirit Executioner
Fire Spirit Knight Fireball Hunter Executioner
Fireball
Fireball
Fireball Hunter Executioner
Fireball Executioner
Fireball
Fire Spirit Fireball Hunter Executioner
Fire Spirit Fireball
Fireball
Fireball
Fireball
Fire Spirit Fireball Hunter Executioner
Inferno Dragon
Fireball Hunter Executioner
Fireball
Fireball
Fire Spirit Fireball Hunter Executioner
Fireball Zappies
Fireball
Fireball Hunter
Fireball Zappies
P.E.K.K.A
Fireball
Fire Spirit Fireball Zappies
Fireball Fire Spirit Zappies Hunter Executioner
Fireball
Fireball Knight Hunter Executioner
Fireball Executioner
Fireball
Executioner P.E.K.K.A
Fireball Zappies
Fireball Zappies Executioner
Fireball Executioner
P.E.K.K.A Inferno Dragon
Fireball

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