My Best Clash Royale Deck

Deck Check Rating

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

4 problems 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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.

P.E.K.K.A Mega Knight

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.

Zap Rocket Rage Freeze

Punishments

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

Elite Barbarians Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Elite Barbarians P.E.K.K.A Mega Knight

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.

Elite Barbarians

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
Elite Barbarians
Giant Snowball
Fire Spirit
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Elite Barbarians
The Log
Fire Spirit Elite Barbarians
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elite Barbarians P.E.K.K.A
Fireball
Elite Barbarians
Poison
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Rocket Freeze Mega Knight

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 Rocket Rage Freeze P.E.K.K.A Mega Knight

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.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Rage Freeze Elite Barbarians Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

9 Fire Spirit Zap Rage Freeze

Attack Synergies 4 5

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 Zap Elite Barbarians
Zap
Elite Barbarians P.E.K.K.A Fire Spirit Freeze Mega Knight
Elite Barbarians
Zap Rage Fire Spirit Mega Knight
Rocket
Rage
Elite Barbarians
Freeze
Zap
P.E.K.K.A
Fire Spirit Zap
Mega Knight
Zap Elite Barbarians

Defense Synergies 1 6

Fire Spirit
Zap P.E.K.K.A
Zap
Mega Knight Fire Spirit Elite Barbarians P.E.K.K.A
Elite Barbarians
Zap Mega Knight
Rocket
Rage
Freeze
Mega Knight
P.E.K.K.A
Fire Spirit Zap
Mega Knight
Zap Elite Barbarians Freeze

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.

Rocket Zap
Elite Barbarians P.E.K.K.A Zap Mega Knight
Rocket P.E.K.K.A Mega Knight Fire Spirit Elite Barbarians Freeze
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians Rocket P.E.K.K.A Mega Knight
Freeze Fire Spirit Zap Mega Knight
Rocket Fire Spirit Zap Freeze
Rocket Zap P.E.K.K.A Mega Knight
P.E.K.K.A Elite Barbarians
Elite Barbarians Fire Spirit Mega Knight
Zap Freeze Mega Knight
Zap
P.E.K.K.A Mega Knight Fire Spirit Zap Elite Barbarians Rocket Freeze
Fire Spirit Rocket Mega Knight Zap Freeze P.E.K.K.A
Elite Barbarians P.E.K.K.A Mega Knight
Rocket Zap Elite Barbarians Freeze P.E.K.K.A Mega Knight
Mega Knight Elite Barbarians P.E.K.K.A
Fire Spirit Mega Knight Zap Elite Barbarians
Zap Freeze Fire Spirit Mega Knight
P.E.K.K.A Elite Barbarians
Mega Knight Fire Spirit Elite Barbarians P.E.K.K.A
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Zap Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Rocket Mega Knight
P.E.K.K.A Mega Knight Zap Elite Barbarians Rocket
Rocket P.E.K.K.A Mega Knight Zap Elite Barbarians
P.E.K.K.A Elite Barbarians Mega Knight
Fire Spirit Rocket Zap Freeze
Rocket P.E.K.K.A Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians
Zap Rocket Freeze P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A
P.E.K.K.A Mega Knight Elite Barbarians
Rocket P.E.K.K.A Mega Knight Zap Elite Barbarians
Elite Barbarians Rocket P.E.K.K.A Mega Knight
Mega Knight
Elite Barbarians Zap Rocket Freeze P.E.K.K.A
Mega Knight Zap Elite Barbarians Freeze P.E.K.K.A
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.)

Rocket Freeze
Zap
Rocket
Rocket Freeze
Rocket Fire Spirit Zap Mega Knight
Fire Spirit Zap Rocket Freeze
Fire Spirit
Fire Spirit Zap Freeze
Zap
Rocket Fire Spirit Elite Barbarians
Rocket Zap
Fire Spirit Zap Rocket
Rocket Fire Spirit Elite Barbarians
Rocket Freeze
Zap Elite Barbarians
Rocket Zap
Rocket Mega Knight
Rocket Freeze
Rocket
Rocket Fire Spirit Zap Mega Knight
Rocket Fire Spirit Zap Mega Knight
Rocket Mega Knight
Rocket
Rocket
Rocket Zap
Zap Freeze Fire Spirit Mega Knight
Zap
Zap Mega Knight
Rocket Zap
Elite Barbarians Fire Spirit Zap
Zap Rocket Freeze
Elite Barbarians
Zap Rocket Mega Knight
Zap Rocket Freeze
P.E.K.K.A Mega Knight
Rocket
Zap Fire Spirit Rocket Freeze
Rocket Fire Spirit Zap
Freeze
Rocket Mega Knight
Zap
Rocket Zap
Elite Barbarians P.E.K.K.A Mega Knight
Zap Elite Barbarians Rocket Freeze
Zap Rocket
Zap Rocket Freeze Mega Knight
P.E.K.K.A
Rocket Mega Knight

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