My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Flying Machine Furnace Zappies Hunter

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Flying Machine Furnace Zappies Elixir Collector Hunter P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Battle Ram Flying Machine 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
Battle Ram
Giant Snowball
Battle Ram Flying Machine Furnace Zappies
Zap
Battle Ram Flying Machine Furnace Zappies
Barbarian Barrel
Battle Ram Furnace Zappies Hunter
The Log
Battle Ram Furnace Zappies Hunter
Earthquake
Furnace Zappies Elixir Collector
Arrows
Flying Machine Furnace Zappies
Royal Delivery
Battle Ram Flying Machine Zappies Hunter P.E.K.K.A
Fireball
Battle Ram Flying Machine Furnace Zappies Elixir Collector Hunter
Poison
Flying Machine Furnace Zappies Elixir Collector Hunter
Lightning
Battle Ram Furnace Elixir Collector Hunter
Rocket
Furnace Elixir Collector Hunter

Against air swarms

Spells and units that can counter air swarms.

Furnace Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Hunter

Ladder info

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.

Battle Ram Elixir Collector 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.

Furnace

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Battle Ram Flying Machine Furnace Zappies Hunter Elixir Collector P.E.K.K.A

Shortest cycle

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

12 Mirror Battle Ram Flying Machine Furnace

Attack Synergies 0 14

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.

Battle Ram
Flying Machine Furnace Zappies Mirror Hunter P.E.K.K.A
Flying Machine
Battle Ram Furnace Zappies Mirror P.E.K.K.A
Furnace
Battle Ram Flying Machine Mirror P.E.K.K.A
Zappies
Battle Ram Flying Machine P.E.K.K.A
Elixir Collector
Mirror
Battle Ram Flying Machine Furnace
Hunter
Battle Ram P.E.K.K.A
P.E.K.K.A
Battle Ram Flying Machine Furnace Zappies Hunter

Defense Synergies 1 10

Battle Ram
Flying Machine
Furnace Zappies Mirror Hunter P.E.K.K.A
Furnace
Mirror Flying Machine Zappies
Zappies
Flying Machine Furnace Mirror P.E.K.K.A
Elixir Collector
Mirror
Furnace Flying Machine Zappies Hunter
Hunter
Flying Machine Mirror P.E.K.K.A
P.E.K.K.A
Flying Machine Zappies Hunter

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.

Flying Machine Zappies
Hunter P.E.K.K.A Flying Machine Furnace Zappies
Furnace Hunter P.E.K.K.A Zappies
Hunter P.E.K.K.A Furnace Zappies
P.E.K.K.A
Flying Machine Furnace Zappies Hunter
Furnace Hunter Flying Machine Zappies
Flying Machine P.E.K.K.A
Zappies Hunter P.E.K.K.A Furnace
Zappies Hunter
Flying Machine Furnace Zappies Hunter
Hunter Flying Machine Furnace Zappies
Furnace Hunter P.E.K.K.A Flying Machine Zappies
Furnace Zappies Hunter P.E.K.K.A
P.E.K.K.A Furnace Zappies Hunter
Furnace Zappies Hunter P.E.K.K.A
Furnace Zappies Hunter P.E.K.K.A
Flying Machine Furnace Zappies Hunter
Furnace Hunter Flying Machine Zappies
P.E.K.K.A Zappies Hunter
Flying Machine Furnace Zappies Hunter P.E.K.K.A
P.E.K.K.A Zappies Hunter

Counters to secondary win conditions

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

Furnace Zappies P.E.K.K.A
Flying Machine Hunter
Zappies P.E.K.K.A Furnace Hunter
Hunter P.E.K.K.A Zappies
P.E.K.K.A Zappies Hunter
Furnace Flying Machine Zappies Hunter
P.E.K.K.A Flying Machine Furnace Zappies Hunter
P.E.K.K.A Zappies Hunter
P.E.K.K.A Flying Machine Zappies
P.E.K.K.A Zappies
P.E.K.K.A Flying Machine Zappies Hunter
P.E.K.K.A
P.E.K.K.A Zappies Hunter
Flying Machine Furnace Zappies
Zappies Flying Machine Furnace Hunter P.E.K.K.A
Flying Machine Zappies Hunter P.E.K.K.A
Furnace

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.)

Flying Machine
Flying Machine
Flying Machine
Flying Machine
Furnace
Flying Machine Furnace Hunter
Flying Machine Furnace
Flying Machine Hunter
Flying Machine
Flying Machine
Flying Machine
Flying Machine Hunter
Flying Machine
Flying Machine Furnace
Flying Machine Furnace Hunter
Flying Machine Furnace
Flying Machine Hunter
Flying Machine
Flying Machine
Furnace Hunter
Flying Machine Hunter
Flying Machine
Flying Machine Furnace Hunter
Flying Machine Zappies
Hunter
Zappies
P.E.K.K.A
Flying Machine Zappies
Flying Machine Zappies Hunter
Flying Machine Hunter
Flying Machine
Flying Machine P.E.K.K.A
Flying Machine Zappies
Flying Machine Zappies
Flying Machine
P.E.K.K.A

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