My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Firecracker

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 Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Wall Breakers

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 Wall Breakers 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 Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Firecracker

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 Guards 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

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 Zap Wall Breakers Firecracker Guards P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Zap

Attack Synergies 3 9

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 Wall Breakers P.E.K.K.A
Fire Spirit
P.E.K.K.A Zap Wall Breakers
Zap
Firecracker P.E.K.K.A Electro Spirit Fire Spirit Wall Breakers Guards
Firecracker
Zap Wall Breakers P.E.K.K.A
Wall Breakers
Electro Spirit Fire Spirit Zap Firecracker
Guards
Zap
P.E.K.K.A
Fire Spirit Zap Electro Spirit Firecracker

Defense Synergies 0 14

Skeletons
Electro Spirit Fire Spirit Zap Firecracker P.E.K.K.A
Electro Spirit
Skeletons Zap
Fire Spirit
Skeletons Zap Firecracker P.E.K.K.A
Zap
Skeletons Electro Spirit Fire Spirit Firecracker Guards P.E.K.K.A
Firecracker
Skeletons Fire Spirit Zap Guards P.E.K.K.A
Wall Breakers
Guards
Zap Firecracker
P.E.K.K.A
Skeletons Fire Spirit Zap Firecracker

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 Firecracker
P.E.K.K.A Skeletons Zap Firecracker
P.E.K.K.A Skeletons Fire Spirit
P.E.K.K.A Skeletons Firecracker Guards
Firecracker P.E.K.K.A
Skeletons Electro Spirit Fire Spirit Zap Firecracker Guards
Electro Spirit Fire Spirit Zap Firecracker
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Skeletons
Guards Skeletons Fire Spirit Firecracker
Guards Skeletons Electro Spirit Zap Firecracker
Zap Firecracker
P.E.K.K.A Skeletons Fire Spirit Zap Guards
Fire Spirit Electro Spirit Zap Firecracker Guards P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Firecracker P.E.K.K.A
Fire Spirit Electro Spirit Zap Firecracker Guards
Zap Electro Spirit Fire Spirit Firecracker Guards
P.E.K.K.A
Electro Spirit Fire Spirit Firecracker Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Zap P.E.K.K.A
Zap Firecracker
Guards P.E.K.K.A Skeletons Zap
Guards P.E.K.K.A Zap
P.E.K.K.A Skeletons Guards
Fire Spirit Firecracker Skeletons Electro Spirit Zap
Guards P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons Electro Spirit Firecracker
P.E.K.K.A Skeletons Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Skeletons Guards
Firecracker
Guards Skeletons Electro Spirit Zap Firecracker P.E.K.K.A
Electro Spirit Zap Firecracker 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.)

Firecracker Guards
Firecracker Zap
Firecracker Guards
Fire Spirit Zap Firecracker
Firecracker Electro Spirit Fire Spirit Zap
Fire Spirit Firecracker
Fire Spirit Zap Firecracker
Zap Firecracker
Fire Spirit Guards
Firecracker Zap
Fire Spirit Zap Firecracker
Fire Spirit Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Fire Spirit Zap Firecracker
Fire Spirit Zap Firecracker
Zap
Zap Firecracker Electro Spirit Fire Spirit
Firecracker Zap
Zap
Zap Firecracker
Fire Spirit Zap Firecracker
Zap Electro Spirit Firecracker Guards
Zap
Zap Electro Spirit Firecracker
P.E.K.K.A
Firecracker
Zap Electro Spirit Fire Spirit Guards
Fire Spirit Zap Firecracker
Firecracker
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Firecracker Guards
Firecracker Zap
Zap Firecracker

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