My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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.

Bats Firecracker Electro Wizard

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 Bats Firecracker Giant Skeleton Electro Wizard Sparky

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.

Missing

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

Pump responses

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

Missing

Dropped at the bridge

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

Ice Spirit Mini P.E.K.K.A Giant Skeleton

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.

Firecracker Mini P.E.K.K.A Giant Skeleton 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
Bats Clone Giant Skeleton Sparky
Giant Snowball
Bats Clone
Zap
Bats Firecracker Clone Sparky
Barbarian Barrel
Ice Spirit Firecracker Clone Giant Skeleton Electro Wizard Sparky
The Log
Ice Spirit Firecracker Mini P.E.K.K.A Clone Giant Skeleton Sparky
Earthquake
Firecracker Clone
Arrows
Ice Spirit Bats Firecracker Clone
Royal Delivery
Ice Spirit Bats Firecracker Mini P.E.K.K.A Clone Giant Skeleton Electro Wizard Sparky
Fireball
Firecracker Clone Electro Wizard Sparky
Poison
Bats Firecracker Clone Electro Wizard Sparky
Lightning
Mini P.E.K.K.A Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Sparky

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.

Ice Spirit Bats Mini P.E.K.K.A Clone Giant Skeleton Sparky

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Firecracker Clone Mini P.E.K.K.A Electro Wizard Giant Skeleton Sparky

Shortest cycle

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

9 Ice Spirit Bats Firecracker Clone

Attack Synergies 4 18

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.

Ice Spirit
Sparky Bats Firecracker Mini P.E.K.K.A Giant Skeleton
Bats
Giant Skeleton Ice Spirit Firecracker Mini P.E.K.K.A Clone Sparky
Firecracker
Ice Spirit Bats Mini P.E.K.K.A Giant Skeleton Sparky
Mini P.E.K.K.A
Sparky Ice Spirit Bats Firecracker Giant Skeleton Electro Wizard
Clone
Giant Skeleton Bats Electro Wizard Sparky
Giant Skeleton
Bats Clone Ice Spirit Firecracker Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard
Mini P.E.K.K.A Clone Giant Skeleton Sparky
Sparky
Ice Spirit Mini P.E.K.K.A Bats Firecracker Clone Giant Skeleton Electro Wizard

Defense Synergies 3 13

Ice Spirit
Mini P.E.K.K.A Sparky Bats Firecracker Giant Skeleton Electro Wizard
Bats
Ice Spirit Firecracker Mini P.E.K.K.A Giant Skeleton Electro Wizard Sparky
Firecracker
Ice Spirit Bats Mini P.E.K.K.A Giant Skeleton Electro Wizard
Mini P.E.K.K.A
Ice Spirit Electro Wizard Bats Firecracker
Clone
Giant Skeleton
Ice Spirit Bats Firecracker Electro Wizard
Electro Wizard
Mini P.E.K.K.A Ice Spirit Bats Firecracker Giant Skeleton
Sparky
Ice Spirit Bats

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.

Firecracker Electro Wizard Sparky
Mini P.E.K.K.A Sparky Ice Spirit Bats Firecracker Electro Wizard
Mini P.E.K.K.A Sparky Bats Giant Skeleton Electro Wizard
Mini P.E.K.K.A Sparky Bats Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A Giant Skeleton Sparky
Bats Firecracker Electro Wizard
Bats Electro Wizard Ice Spirit Firecracker
Giant Skeleton Electro Wizard Sparky
Mini P.E.K.K.A Sparky
Ice Spirit Firecracker Mini P.E.K.K.A Giant Skeleton Electro Wizard Sparky
Bats Electro Wizard Firecracker Giant Skeleton
Bats Firecracker Electro Wizard
Mini P.E.K.K.A Sparky Ice Spirit Bats Giant Skeleton Electro Wizard
Sparky Ice Spirit Bats Firecracker Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Ice Spirit Mini P.E.K.K.A Electro Wizard Sparky
Sparky Bats Firecracker Mini P.E.K.K.A Electro Wizard
Ice Spirit Bats Firecracker Electro Wizard
Ice Spirit Bats Firecracker Giant Skeleton Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Bats Firecracker Mini P.E.K.K.A Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Giant Skeleton Electro Wizard Sparky
Electro Wizard Firecracker Mini P.E.K.K.A
Giant Skeleton Ice Spirit Bats Mini P.E.K.K.A Electro Wizard Sparky
Mini P.E.K.K.A Giant Skeleton Bats Electro Wizard Sparky
Giant Skeleton Mini P.E.K.K.A Sparky
Firecracker Ice Spirit Bats Electro Wizard
Mini P.E.K.K.A Sparky Bats Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Sparky
Giant Skeleton Electro Wizard Ice Spirit Bats Firecracker Mini P.E.K.K.A Sparky
Sparky
Bats Mini P.E.K.K.A Giant Skeleton Sparky
Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Sparky
Firecracker Sparky
Electro Wizard Sparky Ice Spirit Bats Firecracker Mini P.E.K.K.A Giant Skeleton
Bats Firecracker Mini P.E.K.K.A Giant Skeleton Electro Wizard Sparky

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.)

Firecracker Giant Skeleton Sparky
Firecracker Electro Wizard
Giant Skeleton Sparky
Firecracker Giant Skeleton Sparky
Firecracker Sparky
Firecracker Ice Spirit Bats
Firecracker Sparky
Ice Spirit Firecracker
Firecracker
Bats Mini P.E.K.K.A Electro Wizard Sparky
Firecracker Electro Wizard Sparky
Firecracker
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Sparky
Firecracker Sparky
Sparky
Bats Mini P.E.K.K.A Sparky
Firecracker Mini P.E.K.K.A Electro Wizard Sparky
Firecracker
Giant Skeleton Sparky
Sparky
Firecracker Ice Spirit Sparky
Firecracker Electro Wizard Sparky
Sparky
Firecracker Sparky
Bats Firecracker Electro Wizard Sparky
Electro Wizard Ice Spirit Bats Firecracker
Mini P.E.K.K.A Sparky
Sparky
Ice Spirit Firecracker Electro Wizard Sparky
Giant Skeleton Sparky
Firecracker Sparky
Electro Wizard Ice Spirit Bats
Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A Electro Wizard Sparky
Firecracker
Giant Skeleton Sparky
Firecracker Sparky
Ice Spirit Bats Firecracker Giant Skeleton Electro Wizard Sparky
Firecracker Bats Electro Wizard
Firecracker Giant Skeleton Electro Wizard Sparky

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