My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers

Defensive buildings

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

Cannon

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 Archers 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.

The Log

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 Fire Spirit Ice Spirit 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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit 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.

Electro Spirit Fire Spirit Ice Spirit 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.

Skeletons Electro Spirit Fire Spirit Ice Spirit The Log Archers Cannon P.E.K.K.A

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 2 4

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
Fire Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Archers
Archers
Ice Spirit P.E.K.K.A
Cannon
P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit Archers The Log
The Log
P.E.K.K.A

Defense Synergies 3 17

Skeletons
Cannon Electro Spirit Fire Spirit Ice Spirit Archers P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons Ice Spirit P.E.K.K.A The Log
Ice Spirit
Skeletons Fire Spirit Archers Cannon P.E.K.K.A The Log
Archers
Skeletons Ice Spirit Cannon P.E.K.K.A The Log
Cannon
Skeletons The Log Ice Spirit Archers
P.E.K.K.A
The Log Skeletons Fire Spirit Ice Spirit Archers
The Log
Cannon P.E.K.K.A Skeletons Electro Spirit Fire Spirit Ice Spirit Archers

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.

Cannon The Log
P.E.K.K.A Skeletons Ice Spirit Cannon The Log
Cannon P.E.K.K.A Skeletons Fire Spirit Archers
Cannon P.E.K.K.A Skeletons
P.E.K.K.A The Log
The Log Skeletons Electro Spirit Fire Spirit Archers Cannon
Electro Spirit Fire Spirit Ice Spirit Archers Cannon
Electro Spirit Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons
Skeletons Fire Spirit Ice Spirit Archers Cannon
Archers Skeletons Electro Spirit Cannon The Log
Archers
Cannon P.E.K.K.A Skeletons Fire Spirit Ice Spirit The Log
Fire Spirit Electro Spirit Ice Spirit Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon
Ice Spirit Cannon P.E.K.K.A The Log
Skeletons Cannon P.E.K.K.A
Fire Spirit Ice Spirit Cannon Electro Spirit Archers The Log
The Log Electro Spirit Fire Spirit Ice Spirit Archers Cannon
P.E.K.K.A Cannon
Electro Spirit Fire Spirit Archers Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Skeletons Archers P.E.K.K.A
Archers The Log
P.E.K.K.A Skeletons Ice Spirit The Log
P.E.K.K.A The Log
P.E.K.K.A Skeletons Cannon
Fire Spirit Skeletons Electro Spirit Ice Spirit Archers
P.E.K.K.A Skeletons Archers
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Ice Spirit The Log
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
P.E.K.K.A The Log
P.E.K.K.A Skeletons Cannon
Archers Cannon
Skeletons Electro Spirit Ice Spirit Archers P.E.K.K.A The Log
Electro Spirit Archers Cannon P.E.K.K.A The Log
Electro Spirit Cannon

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.)

The Log
The Log
The Log
The Log
Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Archers The Log
The Log Fire Spirit Ice Spirit
The Log
Fire Spirit
The Log
Fire Spirit Archers
Fire Spirit The Log
The Log
The Log
The Log
Fire Spirit Archers The Log
Fire Spirit The Log
The Log
The Log
The Log
The Log Electro Spirit Fire Spirit Ice Spirit
The Log
The Log
The Log
Fire Spirit Archers
Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit
P.E.K.K.A
The Log
Electro Spirit Fire Spirit Ice Spirit Archers
Fire Spirit Archers
The Log
The Log
P.E.K.K.A
Electro Spirit Ice Spirit The Log
The Log
P.E.K.K.A

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