My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 Baby Dragon

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 Bomber Baby Dragon Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Balloon

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 Ice Spirit Baby Dragon Balloon 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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Bomber Arrows Baby Dragon

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 Ice Spirit Arrows Baby Dragon 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 Fire Spirit Ice Spirit Bomber Arrows Baby Dragon Balloon P.E.K.K.A

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Bomber

Attack Synergies 5 8

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 Baby Dragon Balloon
Ice Spirit
Balloon P.E.K.K.A Bomber Baby Dragon
Bomber
Ice Spirit Baby Dragon P.E.K.K.A
Arrows
Balloon P.E.K.K.A
Baby Dragon
Fire Spirit Ice Spirit Bomber Balloon P.E.K.K.A
Balloon
Ice Spirit Arrows Fire Spirit Baby Dragon
P.E.K.K.A
Fire Spirit Ice Spirit Arrows Bomber Baby Dragon

Defense Synergies 0 13

Skeletons
Fire Spirit Ice Spirit Bomber Baby Dragon P.E.K.K.A
Fire Spirit
Skeletons Ice Spirit P.E.K.K.A
Ice Spirit
Skeletons Fire Spirit Bomber Baby Dragon P.E.K.K.A
Bomber
Skeletons Ice Spirit P.E.K.K.A
Arrows
P.E.K.K.A
Baby Dragon
Skeletons Ice Spirit P.E.K.K.A
Balloon
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit Bomber Arrows Baby Dragon

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 Baby Dragon
P.E.K.K.A Skeletons Ice Spirit Bomber
P.E.K.K.A Skeletons Fire Spirit Bomber
P.E.K.K.A Skeletons Bomber
Bomber Arrows P.E.K.K.A
Arrows Skeletons Fire Spirit Bomber Baby Dragon
Fire Spirit Ice Spirit Arrows Baby Dragon
Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Fire Spirit Ice Spirit Bomber
Skeletons Bomber Arrows Baby Dragon
Arrows Baby Dragon
P.E.K.K.A Skeletons Fire Spirit Ice Spirit Bomber
Fire Spirit Bomber Ice Spirit Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A
Ice Spirit P.E.K.K.A
Skeletons Bomber Arrows P.E.K.K.A
Fire Spirit Ice Spirit Arrows Bomber Baby Dragon
Arrows Baby Dragon Fire Spirit Ice Spirit Bomber
P.E.K.K.A
Bomber Fire Spirit Arrows Baby Dragon 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
Bomber Arrows Baby Dragon
P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A
P.E.K.K.A Skeletons
Fire Spirit Arrows Skeletons Ice Spirit Baby Dragon
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Baby Dragon
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Skeletons
Bomber Baby Dragon
Skeletons Ice Spirit Bomber Baby Dragon P.E.K.K.A
Arrows Bomber Baby Dragon P.E.K.K.A
Arrows

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.)

Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bomber Fire Spirit Arrows Baby Dragon
Arrows Fire Spirit Ice Spirit Baby Dragon
Fire Spirit Bomber Arrows Baby Dragon
Arrows Fire Spirit Ice Spirit Baby Dragon
Arrows
Fire Spirit
Arrows
Fire Spirit Arrows Baby Dragon
Fire Spirit Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bomber Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bomber
Fire Spirit Bomber Arrows Baby Dragon
Fire Spirit Bomber Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Fire Spirit Ice Spirit Bomber Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Fire Spirit Arrows Baby Dragon
Ice Spirit
Bomber Arrows
Ice Spirit Arrows
P.E.K.K.A
Arrows
Fire Spirit Ice Spirit
Fire Spirit Arrows Baby Dragon
Arrows
Baby Dragon
Arrows Bomber Baby Dragon
Arrows
P.E.K.K.A
Ice Spirit Baby Dragon
Baby Dragon

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