My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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

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 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.

Zap

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Zap

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 Heal 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit Zap P.E.K.K.A

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 5 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
Zap P.E.K.K.A
Fire Spirit
P.E.K.K.A Zap
Ice Spirit
Zap P.E.K.K.A
Zap
Ice Spirit Mirror P.E.K.K.A Electro Spirit Fire Spirit Heal Spirit
Heal Spirit
Zap P.E.K.K.A
Mirror
Zap
P.E.K.K.A
Fire Spirit Ice Spirit Zap Electro Spirit Heal Spirit

Defense Synergies 2 11

Skeletons
Electro Spirit Fire Spirit Ice Spirit Zap P.E.K.K.A
Electro Spirit
Skeletons Zap
Fire Spirit
Skeletons Ice Spirit Zap P.E.K.K.A
Ice Spirit
Zap Skeletons Fire Spirit P.E.K.K.A
Zap
Ice Spirit Mirror Skeletons Electro Spirit Fire Spirit P.E.K.K.A
Heal Spirit
Mirror
Zap
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit Zap

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.

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

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.)

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

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: