My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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.

Baby Dragon Electro Dragon 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.

Skeletons Ice Spirit Baby Dragon Electro Dragon 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.

Missing

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.

Electro Spirit Ice Spirit Heal Spirit Baby Dragon P.E.K.K.A

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.

Electro Spirit Electro Dragon

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
Skeletons Inferno Dragon
Giant Snowball
Skeletons Baby Dragon Electro Dragon Inferno Dragon
Zap
Skeletons Inferno Dragon
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Heal Spirit
The Log
Skeletons Electro Spirit Ice Spirit Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Ice Spirit Heal Spirit
Royal Delivery
Skeletons Electro Spirit Ice Spirit Heal Spirit Baby Dragon Electro Dragon P.E.K.K.A Inferno Dragon
Fireball
Baby Dragon Electro Dragon Inferno Dragon
Poison
Electro Dragon
Lightning
Baby Dragon Electro Dragon Inferno Dragon
Rocket
Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Baby Dragon Electro Dragon

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.

Electro Spirit Ice Spirit Heal Spirit Baby Dragon P.E.K.K.A Inferno Dragon

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 Heal 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.

Skeletons Electro Spirit Ice Spirit Heal Spirit Baby Dragon Inferno Dragon Electro Dragon P.E.K.K.A

Shortest cycle

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

4 Skeletons Electro Spirit Ice Spirit Heal Spirit

Attack Synergies 1 12

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.

Skeletons
Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Baby Dragon Inferno Dragon
Heal Spirit
Baby Dragon Electro Dragon P.E.K.K.A Inferno Dragon
Baby Dragon
Ice Spirit Heal Spirit Electro Dragon P.E.K.K.A Inferno Dragon
Electro Dragon
Heal Spirit Baby Dragon P.E.K.K.A Inferno Dragon
P.E.K.K.A
Ice Spirit Electro Spirit Heal Spirit Baby Dragon Electro Dragon
Inferno Dragon
Ice Spirit Heal Spirit Baby Dragon Electro Dragon

Defense Synergies 0 15

Skeletons
Electro Spirit Ice Spirit Baby Dragon Electro Dragon P.E.K.K.A Inferno Dragon
Electro Spirit
Skeletons Baby Dragon
Ice Spirit
Skeletons Baby Dragon Electro Dragon P.E.K.K.A Inferno Dragon
Heal Spirit
Baby Dragon
Skeletons Electro Spirit Ice Spirit Electro Dragon P.E.K.K.A Inferno Dragon
Electro Dragon
Skeletons Ice Spirit Baby Dragon Inferno Dragon
P.E.K.K.A
Skeletons Ice Spirit Baby Dragon
Inferno Dragon
Skeletons Ice Spirit Baby Dragon Electro 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.

Baby Dragon Electro Dragon
P.E.K.K.A Inferno Dragon Skeletons Ice Spirit Electro Dragon
P.E.K.K.A Skeletons Electro Dragon Inferno Dragon
P.E.K.K.A Inferno Dragon Skeletons Electro Dragon
P.E.K.K.A
Skeletons Electro Spirit Baby Dragon Electro Dragon
Inferno Dragon Electro Spirit Ice Spirit Baby Dragon Electro Dragon
Electro Spirit Baby Dragon Electro Dragon P.E.K.K.A
P.E.K.K.A Inferno Dragon Skeletons
Skeletons Ice Spirit
Skeletons Electro Spirit Baby Dragon Electro Dragon
Inferno Dragon Baby Dragon Electro Dragon
P.E.K.K.A Skeletons Ice Spirit Electro Dragon
Electro Spirit Ice Spirit Baby Dragon Electro Dragon P.E.K.K.A
P.E.K.K.A Inferno Dragon
Ice Spirit P.E.K.K.A Inferno Dragon
Skeletons Electro Dragon P.E.K.K.A
Ice Spirit Electro Spirit Baby Dragon Electro Dragon
Baby Dragon Electro Spirit Ice Spirit Electro Dragon Inferno Dragon
P.E.K.K.A Inferno Dragon
Electro Spirit Baby Dragon Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Baby Dragon Electro Dragon Inferno Dragon
P.E.K.K.A Skeletons Ice Spirit Electro Dragon
P.E.K.K.A
P.E.K.K.A Skeletons Inferno Dragon
Skeletons Electro Spirit Ice Spirit Baby Dragon Electro Dragon
P.E.K.K.A Skeletons
P.E.K.K.A Inferno Dragon
Electro Dragon P.E.K.K.A Skeletons Electro Spirit Ice Spirit Baby Dragon Inferno Dragon
P.E.K.K.A Skeletons Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Dragon
P.E.K.K.A
P.E.K.K.A Skeletons
Baby Dragon Electro Dragon
Electro Dragon Skeletons Electro Spirit Ice Spirit Baby Dragon P.E.K.K.A Inferno Dragon
Electro Spirit Baby Dragon Electro Dragon P.E.K.K.A Inferno Dragon
Electro Spirit

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.)

Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Electro Spirit Ice Spirit Baby Dragon Electro Dragon
Baby Dragon
Ice Spirit Baby Dragon Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Electro Spirit Ice Spirit Baby Dragon Electro Dragon
Inferno Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon Electro Spirit Ice Spirit
Electro Dragon
Electro Spirit Ice Spirit Electro Dragon
P.E.K.K.A
Electro Spirit Ice Spirit Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Electro Dragon P.E.K.K.A
Electro Dragon Electro Spirit Ice Spirit Baby Dragon
Electro Dragon
Electro Dragon Baby Dragon
P.E.K.K.A Inferno Dragon
Electro Dragon

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