My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro 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 Ice Spirit Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap The Log

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 Miner

Pump responses

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

Miner

Dropped at the bridge

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

Ice Spirit Mini 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.

Mini P.E.K.K.A Miner Electro Wizard

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 Clone Miner
Giant Snowball
Skeletons Clone Miner
Zap
Skeletons Clone
Barbarian Barrel
Skeletons Ice Spirit Clone Electro Wizard
The Log
Skeletons Ice Spirit Mini P.E.K.K.A Clone
Earthquake
Skeletons Clone
Arrows
Skeletons Ice Spirit Clone
Royal Delivery
Skeletons Ice Spirit Mini P.E.K.K.A Clone Miner Electro Wizard
Fireball
Clone Electro Wizard
Poison
Clone Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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.

Ice Spirit Mini P.E.K.K.A Clone Miner

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 Electro 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 Ice Spirit Zap The Log Clone Miner Mini P.E.K.K.A Electro Wizard

Shortest cycle

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

6 Skeletons Ice Spirit Zap The Log

Attack Synergies 3 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 Mini P.E.K.K.A Miner
Zap
Ice Spirit Miner Electro Wizard Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit Zap The Log Electro Wizard
Clone
Electro Wizard
The Log
Zap Mini P.E.K.K.A Miner
Miner
Zap Ice Spirit The Log Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Clone Miner

Defense Synergies 6 12

Skeletons
Ice Spirit Zap Mini P.E.K.K.A The Log Electro Wizard
Ice Spirit
Zap Mini P.E.K.K.A Skeletons The Log Miner Electro Wizard
Zap
Ice Spirit Mini P.E.K.K.A Electro Wizard Skeletons The Log Miner
Mini P.E.K.K.A
Ice Spirit Zap The Log Electro Wizard Skeletons
Clone
The Log
Mini P.E.K.K.A Skeletons Ice Spirit Zap Miner Electro Wizard
Miner
Ice Spirit Zap The Log
Electro Wizard
Zap Mini P.E.K.K.A Skeletons Ice Spirit The Log

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 The Log Electro Wizard
Mini P.E.K.K.A Skeletons Ice Spirit Zap The Log Electro Wizard
Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A The Log
The Log Skeletons Zap Electro Wizard
Electro Wizard Ice Spirit Zap
Zap The Log Electro Wizard
Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Mini P.E.K.K.A Miner Electro Wizard
Electro Wizard Skeletons Zap The Log
Zap Electro Wizard
Mini P.E.K.K.A Skeletons Ice Spirit Zap The Log Electro Wizard
Ice Spirit Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Ice Spirit Zap Mini P.E.K.K.A The Log Electro Wizard
Skeletons Mini P.E.K.K.A Electro Wizard
Ice Spirit Zap The Log Electro Wizard
Zap The Log Ice Spirit Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Zap Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A The Log Miner
Skeletons Ice Spirit Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Zap The Log Electro Wizard
Skeletons Mini P.E.K.K.A
Skeletons Ice Spirit Zap Electro Wizard
Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Skeletons Ice Spirit Mini P.E.K.K.A The Log
Skeletons
Mini P.E.K.K.A
Zap The Log Electro Wizard
Mini P.E.K.K.A Skeletons
Electro Wizard Skeletons Ice Spirit Zap Mini P.E.K.K.A The Log
Zap Mini P.E.K.K.A The Log Electro Wizard

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.)

The Log
Zap The Log Miner Electro Wizard
The Log Miner
The Log
Zap The Log
Ice Spirit Zap
The Log
The Log Ice Spirit Zap
The Log Miner Zap
Mini P.E.K.K.A Electro Wizard
Miner Zap The Log Electro Wizard
Zap
The Log Miner
Zap The Log
Zap The Log
The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log Electro Wizard
Zap The Log Miner
The Log
The Log
Zap The Log
Zap The Log Ice Spirit
The Log Miner Zap Electro Wizard
Zap The Log Miner
Miner Zap The Log
Zap Electro Wizard
Zap Electro Wizard Ice Spirit
Mini P.E.K.K.A
Zap The Log Miner
Zap Ice Spirit Electro Wizard
The Log
Zap Electro Wizard Ice Spirit
Zap Electro Wizard
The Log
Miner Mini P.E.K.K.A Electro Wizard
The Log Zap
Zap
Zap Ice Spirit The Log Electro Wizard
Zap Electro Wizard
Zap The Log Miner Electro Wizard

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