My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 Tesla Phoenix

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Tesla Royal Giant P.E.K.K.A Phoenix

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

The Log

Punishments

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

Royal Giant

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 Royal Giant P.E.K.K.A Phoenix

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

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 Royal Giant Phoenix
Giant Snowball
Bats
Zap
Bats Firecracker Royal Giant
Barbarian Barrel
Ice Spirit Firecracker Tesla
The Log
Ice Spirit Firecracker Royal Giant
Earthquake
Firecracker Tesla
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Firecracker P.E.K.K.A
Fireball
Firecracker Tesla
Poison
Bats Firecracker Phoenix
Lightning
Tesla Phoenix
Rocket
Phoenix

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 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.

Ice Spirit Bats P.E.K.K.A

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.

Royal Giant

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

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.

Ice Spirit Bats The Log Firecracker Tesla Phoenix Royal Giant P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats The Log Firecracker

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.

Ice Spirit
Royal Giant P.E.K.K.A Bats Firecracker Royal Giant Phoenix
Bats
Royal Giant Ice Spirit Firecracker P.E.K.K.A
Firecracker
Royal Giant Ice Spirit Bats P.E.K.K.A
Tesla
Royal Giant
Ice Spirit Bats Firecracker Ice Spirit The Log
P.E.K.K.A
Ice Spirit Bats Firecracker The Log
The Log
Royal Giant P.E.K.K.A
Phoenix
Ice Spirit

Defense Synergies 3 12

Ice Spirit
Bats Firecracker Tesla P.E.K.K.A The Log Phoenix
Bats
Ice Spirit Firecracker Tesla P.E.K.K.A The Log
Firecracker
The Log Ice Spirit Bats Tesla P.E.K.K.A
Tesla
The Log Ice Spirit Bats Firecracker
Royal Giant
P.E.K.K.A
The Log Ice Spirit Bats Firecracker
The Log
Firecracker Tesla P.E.K.K.A Ice Spirit Bats
Phoenix
Ice Spirit

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 Tesla The Log
P.E.K.K.A Ice Spirit Bats Firecracker Tesla The Log Phoenix
Tesla P.E.K.K.A Bats
Tesla P.E.K.K.A Bats Firecracker Phoenix
Firecracker P.E.K.K.A The Log
The Log Bats Firecracker Tesla
Bats Tesla Ice Spirit Firecracker Phoenix
Tesla P.E.K.K.A The Log Phoenix
Tesla P.E.K.K.A Phoenix
Ice Spirit Firecracker Tesla Phoenix
Bats Firecracker Tesla The Log
Tesla Bats Firecracker Phoenix
Tesla P.E.K.K.A Ice Spirit Bats The Log
Ice Spirit Bats Firecracker Tesla P.E.K.K.A The Log
P.E.K.K.A Tesla Phoenix
Ice Spirit Tesla P.E.K.K.A The Log
Tesla Bats Firecracker P.E.K.K.A
Ice Spirit Tesla Bats Firecracker The Log
The Log Ice Spirit Bats Firecracker Tesla
P.E.K.K.A Tesla Phoenix
Bats Firecracker Tesla 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.

Tesla P.E.K.K.A
Firecracker Tesla The Log Phoenix
P.E.K.K.A Ice Spirit Bats The Log
P.E.K.K.A Bats Tesla The Log Phoenix
P.E.K.K.A Tesla Phoenix
Firecracker Ice Spirit Bats Tesla
P.E.K.K.A Bats Tesla Phoenix
P.E.K.K.A Tesla Phoenix
P.E.K.K.A Ice Spirit Bats Firecracker The Log Phoenix
P.E.K.K.A Tesla Phoenix
P.E.K.K.A Bats Tesla Phoenix
P.E.K.K.A The Log Phoenix
P.E.K.K.A Tesla
Firecracker Tesla
Tesla Phoenix Ice Spirit Bats Firecracker P.E.K.K.A The Log
Bats Firecracker Tesla P.E.K.K.A The Log Phoenix

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 The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log
Firecracker Ice Spirit Bats
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Bats
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Ice Spirit
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Ice Spirit Bats Firecracker
The Log
Ice Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Ice Spirit Bats
Firecracker
The Log
Firecracker
The Log Firecracker
Firecracker P.E.K.K.A
Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log

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