My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats 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 Ice Spirit Bats 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 Tornado

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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker Tornado

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.

Ice Spirit Bats Heal Spirit Tornado 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.

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.

Skeletons Ice Spirit Heal Spirit Bats Zap Firecracker Tornado P.E.K.K.A

Shortest cycle

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

5 Skeletons Ice Spirit Heal Spirit Bats

Attack Synergies 6 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
Ice Spirit
Zap P.E.K.K.A Bats Firecracker
Bats
Ice Spirit Zap Firecracker P.E.K.K.A
Zap
Ice Spirit Firecracker Tornado P.E.K.K.A Bats Heal Spirit
Firecracker
Zap Ice Spirit Bats Tornado P.E.K.K.A
Heal Spirit
Zap P.E.K.K.A
Tornado
Zap P.E.K.K.A Firecracker
P.E.K.K.A
Ice Spirit Zap Tornado Bats Firecracker Heal Spirit

Defense Synergies 2 18

Skeletons
Ice Spirit Bats Zap Firecracker Tornado P.E.K.K.A
Ice Spirit
Zap Skeletons Bats Firecracker Tornado P.E.K.K.A
Bats
Skeletons Ice Spirit Zap Firecracker P.E.K.K.A
Zap
Ice Spirit Skeletons Bats Firecracker Tornado P.E.K.K.A
Firecracker
Skeletons Ice Spirit Bats Zap Tornado P.E.K.K.A
Heal Spirit
Tornado
P.E.K.K.A Skeletons Ice Spirit Zap Firecracker
P.E.K.K.A
Tornado Skeletons Ice Spirit Bats 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 Ice Spirit Bats Zap Firecracker
Tornado P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Bats Firecracker
Firecracker Tornado P.E.K.K.A
Tornado Skeletons Bats Zap Firecracker
Bats Tornado Ice Spirit Zap Firecracker
Zap P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit Firecracker
Bats Skeletons Zap Firecracker Tornado
Bats Zap Firecracker Tornado
P.E.K.K.A Skeletons Ice Spirit Bats Zap
Ice Spirit Bats Zap Firecracker Tornado P.E.K.K.A
P.E.K.K.A
Tornado Ice Spirit Zap P.E.K.K.A
Skeletons Bats Firecracker Tornado P.E.K.K.A
Ice Spirit Bats Zap Firecracker Tornado
Zap Tornado Ice Spirit Bats Firecracker
P.E.K.K.A Tornado
Bats Firecracker P.E.K.K.A
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 Firecracker
P.E.K.K.A Skeletons Ice Spirit Bats Zap
P.E.K.K.A Bats Zap Tornado
P.E.K.K.A Skeletons
Firecracker Skeletons Ice Spirit Bats Zap Tornado
P.E.K.K.A Skeletons Bats
P.E.K.K.A
Zap P.E.K.K.A Skeletons Ice Spirit Bats Firecracker Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons
Firecracker
Skeletons Ice Spirit Bats Zap Firecracker Tornado P.E.K.K.A
Bats Zap Firecracker P.E.K.K.A
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
Firecracker Zap Tornado
Firecracker
Zap Firecracker
Firecracker Ice Spirit Bats Zap Tornado
Firecracker Tornado
Ice Spirit Zap Firecracker Tornado
Zap Firecracker Tornado
Bats Tornado
Firecracker Zap Tornado
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Tornado
Bats
Zap Firecracker
Zap Firecracker Tornado
Tornado
Tornado
Zap
Zap Firecracker Tornado Ice Spirit
Firecracker Zap Tornado
Zap Tornado
Zap Firecracker Tornado
Bats Zap Firecracker Tornado
Zap Ice Spirit Bats Firecracker
Zap
Zap Ice Spirit Firecracker
P.E.K.K.A
Firecracker
Zap Ice Spirit Bats
Zap Firecracker Tornado
Firecracker
Zap Firecracker
Zap Tornado
Firecracker P.E.K.K.A
Zap Ice Spirit Bats Firecracker Tornado
Firecracker Bats Zap Tornado
Zap Firecracker Tornado
P.E.K.K.A
Firecracker

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