My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

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 Bomber Firecracker 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 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.

Fire 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Firecracker 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.

Fire 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

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.

Mirror Skeletons Fire Spirit Bomber Zap The Log Firecracker P.E.K.K.A

Shortest cycle

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

4 Mirror Skeletons Fire Spirit Bomber

Attack Synergies 5 7

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
Fire Spirit
P.E.K.K.A Zap
Bomber
Zap P.E.K.K.A
Zap
Firecracker Mirror P.E.K.K.A Fire Spirit Bomber The Log
Firecracker
Zap Mirror P.E.K.K.A
Mirror
Zap The Log Firecracker
P.E.K.K.A
Fire Spirit Zap Bomber Firecracker The Log
The Log
Mirror Zap P.E.K.K.A

Defense Synergies 3 19

Skeletons
Fire Spirit Bomber Zap Firecracker P.E.K.K.A The Log
Fire Spirit
Skeletons Zap Firecracker P.E.K.K.A The Log
Bomber
Skeletons Zap P.E.K.K.A The Log
Zap
Mirror Skeletons Fire Spirit Bomber Firecracker P.E.K.K.A The Log
Firecracker
The Log Skeletons Fire Spirit Zap Mirror P.E.K.K.A
Mirror
Zap Firecracker The Log
P.E.K.K.A
The Log Skeletons Fire Spirit Bomber Zap Firecracker
The Log
Firecracker P.E.K.K.A Skeletons Fire Spirit Bomber Zap Mirror

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.

Bomber Zap Firecracker The Log
P.E.K.K.A Skeletons Zap Firecracker The Log
P.E.K.K.A Skeletons Fire Spirit Bomber
P.E.K.K.A Skeletons Firecracker
Bomber Firecracker P.E.K.K.A The Log
The Log Skeletons Fire Spirit Bomber Zap Firecracker
Fire Spirit Zap Firecracker
Zap P.E.K.K.A The Log
P.E.K.K.A Skeletons
Skeletons Fire Spirit Bomber Firecracker
Skeletons Bomber Zap Firecracker The Log
Zap Firecracker
P.E.K.K.A Skeletons Fire Spirit Bomber Zap The Log
Fire Spirit Bomber Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Skeletons Bomber Firecracker P.E.K.K.A
Fire Spirit Bomber Zap Firecracker The Log
Zap The Log Fire Spirit Bomber Firecracker
P.E.K.K.A
Bomber Fire Spirit Firecracker P.E.K.K.A The Log
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
Bomber Zap Firecracker The Log
P.E.K.K.A Skeletons Zap The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons
Fire Spirit Firecracker Skeletons Zap
P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons
Bomber Firecracker
Skeletons Bomber Zap Firecracker P.E.K.K.A The Log
Bomber Zap Firecracker P.E.K.K.A The Log
Bomber 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.)

Firecracker The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Bomber Fire Spirit Zap Firecracker The Log
Firecracker Fire Spirit Zap
Fire Spirit Bomber Firecracker The Log
The Log Fire Spirit Zap Firecracker
The Log Zap Firecracker
Fire Spirit
Firecracker Zap The Log
Fire Spirit Zap Firecracker
Fire Spirit Firecracker The Log
Firecracker
Zap Firecracker The Log
Bomber Zap Firecracker The Log
Firecracker The Log
Bomber
Fire Spirit Bomber Zap Firecracker The Log
Fire Spirit Bomber Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log Fire Spirit Bomber
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Fire Spirit Zap Firecracker
Zap Firecracker
Bomber Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Fire Spirit
Fire Spirit Zap Firecracker
The Log
Firecracker
The Log Bomber Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker The Log
P.E.K.K.A
Firecracker

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