My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Wizard

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 Wizard 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 Rage 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Rage 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 Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Zap Rage The Log Guards Wizard P.E.K.K.A

Shortest cycle

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

6 Skeletons Fire Spirit Zap Rage

Attack Synergies 2 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
Zap
P.E.K.K.A Fire Spirit Guards The Log
Wizard
Rage P.E.K.K.A
Rage
Wizard
Guards
Zap The Log
P.E.K.K.A
Fire Spirit Zap Wizard The Log
The Log
Zap Guards P.E.K.K.A

Defense Synergies 1 15

Skeletons
Fire Spirit Zap Wizard P.E.K.K.A The Log
Fire Spirit
Skeletons Zap P.E.K.K.A The Log
Zap
Skeletons Fire Spirit Guards P.E.K.K.A The Log
Wizard
Skeletons Guards P.E.K.K.A The Log
Rage
Guards
Zap Wizard The Log
P.E.K.K.A
The Log Skeletons Fire Spirit Zap Wizard
The Log
P.E.K.K.A Skeletons Fire Spirit Zap Wizard Guards

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 Wizard The Log
P.E.K.K.A Skeletons Zap The Log
P.E.K.K.A Skeletons Fire Spirit
P.E.K.K.A Skeletons Guards
P.E.K.K.A The Log
The Log Skeletons Fire Spirit Zap Guards
Fire Spirit Zap Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A Skeletons
Guards Skeletons Fire Spirit
Guards Skeletons Zap Wizard The Log
Zap Wizard
P.E.K.K.A Skeletons Fire Spirit Zap Wizard Guards The Log
Fire Spirit Wizard Zap Guards P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Wizard Skeletons P.E.K.K.A
Fire Spirit Zap Wizard Guards The Log
Zap Wizard The Log Fire Spirit Guards
P.E.K.K.A
Wizard Fire Spirit Guards P.E.K.K.A The Log

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 Wizard The Log
Guards P.E.K.K.A Skeletons Zap The Log
Guards P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Guards
Fire Spirit Wizard Skeletons Zap
Guards P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons The Log
P.E.K.K.A Skeletons Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards The Log
P.E.K.K.A Skeletons Wizard Guards
Wizard
Guards Skeletons Zap P.E.K.K.A The Log
Zap Wizard P.E.K.K.A The Log
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.)

Guards The Log
Zap The Log
The Log
Guards The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Guards
Zap Wizard The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Fire Spirit Zap Wizard The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Wizard
Zap Wizard Guards
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Fire Spirit Guards
Fire Spirit Zap Wizard
The Log
Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Guards The Log
Zap
Zap The Log
P.E.K.K.A
Wizard

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