My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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.

Bats Ice Golem Flying Machine

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 Ice Golem Flying Machine Rune Giant Boss Bandit

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.

Missing

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

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 Ice Golem Mini P.E.K.K.A Flying Machine Rune Giant Boss Bandit

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 Boss Bandit

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 Flying Machine
Zap
Skeletons Bats Flying Machine
Barbarian Barrel
Skeletons Ice Spirit
The Log
Skeletons Ice Spirit Mini P.E.K.K.A
Earthquake
Skeletons
Arrows
Skeletons Ice Spirit Bats Flying Machine
Royal Delivery
Skeletons Ice Spirit Bats Mini P.E.K.K.A Flying Machine Boss Bandit
Fireball
Flying Machine Boss Bandit
Poison
Bats Flying Machine Boss Bandit
Lightning
Ice Golem Mini P.E.K.K.A Boss Bandit
Rocket
Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Ice Golem

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 Ice Golem Mini P.E.K.K.A Rune Giant Boss Bandit

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 Ice Golem

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 Ice Spirit Bats Ice Golem Mini P.E.K.K.A Flying Machine Rune Giant Boss Bandit

Shortest cycle

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

6 Skeletons Ice Spirit Bats Ice Golem

Attack Synergies 1 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
Ice Spirit
Bats Mini P.E.K.K.A
Bats
Ice Golem Ice Spirit Mini P.E.K.K.A Flying Machine Rune Giant
Ice Golem
Bats Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A
Ice Spirit Bats Ice Golem
Flying Machine
Bats Ice Golem
Rune Giant
Bats
Boss Bandit

Defense Synergies 1 12

Skeletons
Ice Spirit Bats Ice Golem Mini P.E.K.K.A Flying Machine
Ice Spirit
Mini P.E.K.K.A Skeletons Bats Ice Golem Flying Machine
Bats
Skeletons Ice Spirit Ice Golem Mini P.E.K.K.A
Ice Golem
Skeletons Ice Spirit Bats Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A
Ice Spirit Skeletons Bats Ice Golem
Flying Machine
Skeletons Ice Spirit Ice Golem
Rune Giant
Boss Bandit

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.

Ice Golem Flying Machine
Mini P.E.K.K.A Skeletons Ice Spirit Bats Flying Machine
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A
Skeletons Bats Flying Machine
Bats Ice Spirit Flying Machine
Ice Golem Flying Machine
Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Ice Golem Mini P.E.K.K.A
Bats Skeletons Ice Golem Flying Machine
Bats Flying Machine
Mini P.E.K.K.A Skeletons Ice Spirit Bats Flying Machine
Ice Spirit Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Mini P.E.K.K.A
Skeletons Bats Mini P.E.K.K.A
Ice Spirit Bats Flying Machine
Ice Spirit Bats Ice Golem Flying Machine
Mini P.E.K.K.A
Bats Mini P.E.K.K.A Flying Machine

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 Ice Golem
Ice Golem Mini P.E.K.K.A Flying Machine
Skeletons Ice Spirit Bats Ice Golem Mini P.E.K.K.A
Mini P.E.K.K.A Bats Ice Golem
Skeletons Mini P.E.K.K.A
Skeletons Ice Spirit Bats Ice Golem Flying Machine
Mini P.E.K.K.A Skeletons Bats Ice Golem Flying Machine
Mini P.E.K.K.A
Skeletons Ice Spirit Bats Ice Golem Mini P.E.K.K.A Flying Machine
Skeletons
Bats Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A Skeletons Ice Golem
Flying Machine
Skeletons Ice Spirit Bats Ice Golem Mini P.E.K.K.A Flying Machine
Bats Ice Golem Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A
Mini P.E.K.K.A

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.)

Ice Golem Flying Machine
Flying Machine
Flying Machine
Ice Golem Flying Machine
Ice Spirit Bats Ice Golem Flying Machine
Flying Machine
Ice Spirit Ice Golem Flying Machine
Flying Machine
Bats Mini P.E.K.K.A
Flying Machine
Flying Machine
Flying Machine Ice Golem
Flying Machine
Ice Golem Flying Machine
Flying Machine
Flying Machine
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Flying Machine
Flying Machine
Flying Machine
Ice Golem Ice Spirit
Flying Machine
Flying Machine
Bats Ice Golem Flying Machine
Ice Spirit Bats Flying Machine
Mini P.E.K.K.A
Ice Spirit
Ice Spirit Bats Flying Machine
Flying Machine
Mini P.E.K.K.A Flying Machine
Ice Golem Flying Machine
Flying Machine
Ice Spirit Bats Flying Machine
Bats Flying Machine
Flying Machine

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