My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Good

2 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 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 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!

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

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 Battle Ram 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.

Rage Freeze

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Freeze

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 Battle Ram Rage Freeze 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.

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 Rage Battle Ram Freeze 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 3 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
Battle Ram P.E.K.K.A
Fire Spirit
P.E.K.K.A Battle Ram
Ice Spirit
Battle Ram P.E.K.K.A
Battle Ram
Ice Spirit Electro Spirit Fire Spirit Freeze P.E.K.K.A
Rage
Freeze
Battle Ram
P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit Battle Ram

Defense Synergies 0 7

Skeletons
Electro Spirit Fire Spirit Ice Spirit P.E.K.K.A
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit P.E.K.K.A
Ice Spirit
Skeletons Fire Spirit P.E.K.K.A
Battle Ram
Rage
Freeze
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit

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.

P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A Skeletons Fire Spirit Freeze
P.E.K.K.A Skeletons
P.E.K.K.A
Freeze Skeletons Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Freeze
Electro Spirit P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Fire Spirit Ice Spirit
Skeletons Electro Spirit Freeze
P.E.K.K.A Skeletons Fire Spirit Ice Spirit Freeze
Fire Spirit Electro Spirit Ice Spirit Freeze P.E.K.K.A
P.E.K.K.A
Ice Spirit Freeze P.E.K.K.A
Skeletons P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit
Freeze Electro Spirit Fire Spirit Ice Spirit
P.E.K.K.A
Electro Spirit Fire Spirit 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
P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A
P.E.K.K.A Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit Freeze
P.E.K.K.A Skeletons
P.E.K.K.A
Freeze P.E.K.K.A Skeletons Electro Spirit Ice Spirit
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Electro Spirit Ice Spirit Freeze P.E.K.K.A
Electro Spirit Freeze P.E.K.K.A

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.)

Freeze
Freeze
Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Freeze
Fire Spirit
Fire Spirit Ice Spirit Freeze
Fire Spirit
Fire Spirit
Fire Spirit
Freeze
Freeze
Fire Spirit
Fire Spirit
Freeze Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Electro Spirit Ice Spirit Freeze
Electro Spirit Ice Spirit Freeze
P.E.K.K.A
Electro Spirit Fire Spirit Ice Spirit Freeze
Fire Spirit
Freeze
P.E.K.K.A
Electro Spirit Ice Spirit Freeze
Freeze

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