My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Zappies

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 Bomber Archers Knight Zappies P.E.K.K.A

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.

Rocket

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 Ice 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
Bomber Archers
Giant Snowball
Fire Spirit Bomber Archers Zappies
Zap
Fire Spirit Bomber Archers Zappies
Barbarian Barrel
Fire Spirit Ice Spirit Bomber Archers Knight Zappies
The Log
Fire Spirit Ice Spirit Bomber Archers Zappies
Earthquake
Bomber Archers Zappies
Arrows
Fire Spirit Ice Spirit Bomber Archers Zappies
Royal Delivery
Fire Spirit Ice Spirit Bomber Archers Knight Zappies P.E.K.K.A
Fireball
Bomber Archers Zappies
Poison
Bomber Archers Zappies
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Bomber Rocket

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 Rocket 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.

Godly!

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 Bomber Archers Knight Zappies Rocket P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Ice Spirit Bomber Archers

Attack Synergies 4 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
Ice Spirit
Knight P.E.K.K.A Bomber Archers
Bomber
Ice Spirit Knight P.E.K.K.A
Archers
Knight Ice Spirit P.E.K.K.A
Knight
Ice Spirit Archers Fire Spirit Bomber Zappies
Zappies
Knight P.E.K.K.A
Rocket
P.E.K.K.A
Fire Spirit Ice Spirit Bomber Archers Zappies

Defense Synergies 3 12

Fire Spirit
Knight Ice Spirit P.E.K.K.A
Ice Spirit
Fire Spirit Bomber Archers Knight Zappies Rocket P.E.K.K.A
Bomber
Knight Ice Spirit P.E.K.K.A
Archers
Knight Ice Spirit P.E.K.K.A
Knight
Fire Spirit Bomber Archers Ice Spirit Zappies
Zappies
Ice Spirit Knight P.E.K.K.A
Rocket
Ice Spirit
P.E.K.K.A
Fire Spirit Ice Spirit Bomber Archers Zappies

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 Bomber Knight Zappies
P.E.K.K.A Ice Spirit Knight Zappies
Rocket P.E.K.K.A Fire Spirit Bomber Archers Knight Zappies
P.E.K.K.A Knight Zappies
Bomber Rocket P.E.K.K.A
Fire Spirit Bomber Archers Zappies
Rocket Fire Spirit Ice Spirit Archers Zappies
Rocket P.E.K.K.A
Zappies P.E.K.K.A
Knight Fire Spirit Ice Spirit Bomber Archers Zappies
Archers Bomber Knight Zappies
Archers Zappies
P.E.K.K.A Fire Spirit Ice Spirit Bomber Knight Zappies Rocket
Fire Spirit Bomber Rocket Ice Spirit Zappies P.E.K.K.A
P.E.K.K.A Knight Zappies
Rocket Ice Spirit Zappies P.E.K.K.A
Bomber Knight Zappies P.E.K.K.A
Fire Spirit Ice Spirit Bomber Archers Knight Zappies
Fire Spirit Ice Spirit Bomber Archers Knight Zappies
P.E.K.K.A Zappies
Bomber Fire Spirit Archers Knight Zappies P.E.K.K.A
P.E.K.K.A Zappies

Counters to secondary win conditions

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

Knight Archers Zappies P.E.K.K.A
Bomber Archers Knight Rocket
Zappies P.E.K.K.A Ice Spirit Knight Rocket
Rocket P.E.K.K.A Knight Zappies
P.E.K.K.A Knight Zappies
Fire Spirit Rocket Ice Spirit Archers Zappies
Rocket P.E.K.K.A Archers Knight Zappies
P.E.K.K.A Knight Zappies
Rocket P.E.K.K.A Ice Spirit Knight Zappies
P.E.K.K.A Zappies
P.E.K.K.A Knight Zappies
Rocket P.E.K.K.A
Rocket P.E.K.K.A Knight Zappies
Bomber Archers Zappies
Zappies Ice Spirit Bomber Archers Knight Rocket P.E.K.K.A
Bomber Archers Zappies P.E.K.K.A
Bomber

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.)

Knight Rocket
Rocket
Knight Rocket
Bomber Rocket Fire Spirit
Fire Spirit Ice Spirit Rocket
Fire Spirit Bomber Archers
Fire Spirit Ice Spirit
Rocket Fire Spirit
Rocket Knight
Fire Spirit Archers Rocket
Rocket Fire Spirit Knight
Rocket
Rocket Bomber
Rocket
Rocket
Bomber Rocket
Rocket Fire Spirit Bomber Archers
Rocket Fire Spirit Bomber
Rocket
Rocket
Rocket
Rocket
Fire Spirit Ice Spirit Bomber
Rocket
Fire Spirit Archers
Rocket Ice Spirit Zappies
Bomber Rocket
Rocket Ice Spirit Zappies
P.E.K.K.A
Rocket
Fire Spirit Ice Spirit Archers Zappies Rocket
Rocket Fire Spirit Archers Zappies
Knight Rocket
Bomber
Rocket
P.E.K.K.A
Ice Spirit Zappies Rocket
Zappies Rocket
Rocket
P.E.K.K.A
Rocket

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