My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit

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 Mega Knight Skeleton King

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

Punishments

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

Mini P.E.K.K.A Mega Knight

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 Goblins Mini P.E.K.K.A Mega Knight Skeleton King

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

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 Mega Knight Skeleton King

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 Mini P.E.K.K.A Mega Knight

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 Goblins

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.

Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Mini P.E.K.K.A Skeleton King Mega Knight

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 0 5

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
Fire Spirit
Mini P.E.K.K.A
Ice Spirit
Goblins Mini P.E.K.K.A Mega Knight
Goblins
Ice Spirit
Mini P.E.K.K.A
Fire Spirit Ice Spirit Mega Knight
Mega Knight
Ice Spirit Mini P.E.K.K.A
Skeleton King

Defense Synergies 1 8

Skeletons
Electro Spirit Fire Spirit Ice Spirit Mini P.E.K.K.A
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit Mini P.E.K.K.A
Ice Spirit
Mini P.E.K.K.A Skeletons Fire Spirit Goblins Mega Knight
Goblins
Ice Spirit
Mini P.E.K.K.A
Ice Spirit Skeletons Fire Spirit
Mega Knight
Ice Spirit
Skeleton King

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.

Mini P.E.K.K.A Skeletons Ice Spirit Goblins Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Fire Spirit Goblins
Mini P.E.K.K.A Skeletons Goblins Mega Knight Skeleton King
Mini P.E.K.K.A Mega Knight
Skeletons Electro Spirit Fire Spirit Goblins Mega Knight
Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Mega Knight
Mini P.E.K.K.A Skeletons Goblins Skeleton King
Skeletons Fire Spirit Ice Spirit Goblins Mini P.E.K.K.A Mega Knight
Goblins Skeletons Electro Spirit Mega Knight Skeleton King
Mini P.E.K.K.A Mega Knight Skeletons Fire Spirit Ice Spirit
Fire Spirit Mega Knight Electro Spirit Ice Spirit Goblins Mini P.E.K.K.A Skeleton King
Mini P.E.K.K.A Mega Knight Skeleton King
Ice Spirit Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Goblins Mini P.E.K.K.A
Fire Spirit Ice Spirit Mega Knight Electro Spirit Goblins
Electro Spirit Fire Spirit Ice Spirit Mega Knight
Mini P.E.K.K.A
Mega Knight Electro Spirit Fire Spirit Goblins Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Goblins
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Ice Spirit Goblins Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Skeletons Mini P.E.K.K.A Mega Knight
Fire Spirit Skeletons Electro Spirit Ice Spirit
Mini P.E.K.K.A Skeletons Goblins
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Electro Spirit Ice Spirit Goblins Mini P.E.K.K.A
Skeletons
Mega Knight Mini P.E.K.K.A
Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Skeleton King
Mega Knight
Skeletons Electro Spirit Ice Spirit Goblins Mini P.E.K.K.A Skeleton King
Mega Knight Electro Spirit Mini P.E.K.K.A Skeleton King

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.)

Fire Spirit Mega Knight
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Fire Spirit Ice Spirit
Fire Spirit Goblins Mini P.E.K.K.A
Fire Spirit
Fire Spirit
Mega Knight
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Mega Knight
Fire Spirit Mega Knight
Mega Knight
Electro Spirit Fire Spirit Ice Spirit Mega Knight
Mega Knight
Fire Spirit
Electro Spirit Ice Spirit
Mini P.E.K.K.A
Mega Knight
Electro Spirit Ice Spirit
Mega Knight
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Mini P.E.K.K.A Mega Knight
Skeleton King
Mega Knight
Electro Spirit Ice Spirit Skeleton King
Mega Knight

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