My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minion Horde Zappies

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.

Ice Spirit Bats Battle Ram Zappies Giant

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Fireball

Punishments

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

Mini P.E.K.K.A Battle Ram Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Minion Horde Mini P.E.K.K.A Battle Ram Giant

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.

Mini 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
Bats Minion Horde Battle Ram Giant
Giant Snowball
Bats Minion Horde Battle Ram Zappies
Zap
Bats Minion Horde Battle Ram Zappies
Barbarian Barrel
Ice Spirit Battle Ram Zappies
The Log
Ice Spirit Mini P.E.K.K.A Battle Ram Zappies
Earthquake
Zappies
Arrows
Ice Spirit Bats Minion Horde Zappies
Royal Delivery
Ice Spirit Bats Minion Horde Mini P.E.K.K.A Battle Ram Zappies
Fireball
Minion Horde Battle Ram Zappies
Poison
Bats Minion Horde Zappies
Lightning
Mini P.E.K.K.A Battle Ram
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball

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 Mini P.E.K.K.A Battle Ram

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Minion Horde Fireball

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.

Ice Spirit Bats Fireball Mini P.E.K.K.A Battle Ram Zappies Minion Horde Giant

Shortest cycle

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

11 Ice Spirit Bats Fireball Mini P.E.K.K.A

Attack Synergies 3 12

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.

Ice Spirit
Battle Ram Bats Minion Horde Mini P.E.K.K.A Giant
Bats
Giant Ice Spirit Mini P.E.K.K.A Battle Ram
Minion Horde
Ice Spirit Battle Ram Giant
Fireball
Battle Ram Giant
Mini P.E.K.K.A
Giant Ice Spirit Bats
Battle Ram
Ice Spirit Bats Minion Horde Fireball Zappies
Zappies
Battle Ram Giant
Giant
Bats Mini P.E.K.K.A Ice Spirit Minion Horde Fireball Zappies

Defense Synergies 1 8

Ice Spirit
Mini P.E.K.K.A Bats Minion Horde Fireball Zappies
Bats
Ice Spirit Mini P.E.K.K.A Zappies
Minion Horde
Ice Spirit
Fireball
Ice Spirit Mini P.E.K.K.A Zappies
Mini P.E.K.K.A
Ice Spirit Bats Fireball
Battle Ram
Zappies
Ice Spirit Bats Fireball
Giant

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.

Minion Horde Fireball Zappies
Minion Horde Mini P.E.K.K.A Ice Spirit Bats Zappies
Minion Horde Mini P.E.K.K.A Bats Zappies
Minion Horde Mini P.E.K.K.A Bats Zappies
Fireball Mini P.E.K.K.A
Fireball Bats Zappies
Bats Minion Horde Ice Spirit Fireball Zappies
Fireball
Minion Horde Mini P.E.K.K.A Zappies
Ice Spirit Minion Horde Mini P.E.K.K.A Zappies
Bats Minion Horde Fireball Zappies
Minion Horde Bats Fireball Zappies
Minion Horde Mini P.E.K.K.A Ice Spirit Bats Fireball Zappies
Fireball Ice Spirit Bats Minion Horde Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Minion Horde Zappies
Minion Horde Ice Spirit Fireball Mini P.E.K.K.A Zappies
Minion Horde Bats Fireball Mini P.E.K.K.A Zappies
Ice Spirit Fireball Bats Minion Horde Zappies
Ice Spirit Bats Fireball Zappies
Mini P.E.K.K.A Zappies
Bats Minion Horde Fireball Mini P.E.K.K.A Zappies

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Zappies
Fireball Mini P.E.K.K.A
Zappies Ice Spirit Bats Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Bats Minion Horde Fireball Zappies
Minion Horde Mini P.E.K.K.A Zappies
Fireball Ice Spirit Bats Minion Horde Zappies
Mini P.E.K.K.A Bats Minion Horde Fireball Zappies
Mini P.E.K.K.A Minion Horde Zappies
Minion Horde Ice Spirit Bats Fireball Mini P.E.K.K.A Zappies
Minion Horde Zappies
Bats Minion Horde Mini P.E.K.K.A Zappies
Fireball
Mini P.E.K.K.A Minion Horde Fireball Zappies
Minion Horde Fireball Zappies
Zappies Ice Spirit Bats Minion Horde Fireball Mini P.E.K.K.A
Bats Minion Horde Fireball Mini P.E.K.K.A Zappies

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.)

Fireball Minion Horde
Fireball
Minion Horde Fireball
Fireball
Fireball Minion Horde
Fireball Ice Spirit Bats Minion Horde
Minion Horde
Fireball Ice Spirit
Fireball
Bats Minion Horde Fireball Mini P.E.K.K.A
Minion Horde Fireball
Fireball
Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball
Minion Horde Fireball
Fireball
Bats Minion Horde Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball
Ice Spirit Fireball
Minion Horde
Fireball
Fireball
Fireball
Bats Minion Horde Fireball
Ice Spirit Bats Minion Horde Fireball Zappies
Minion Horde Fireball Mini P.E.K.K.A
Minion Horde Fireball
Ice Spirit Minion Horde Fireball Zappies
Minion Horde
Fireball
Minion Horde Ice Spirit Bats Fireball Zappies
Fireball Zappies
Fireball
Fireball Minion Horde Mini P.E.K.K.A
Fireball
Fireball
Minion Horde
Ice Spirit Bats Minion Horde Fireball Zappies
Bats Fireball Zappies
Fireball

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