My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Little Prince

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows The Log

Punishments

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

Mortar 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 Mortar 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

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 Guards Little Prince
Zap
Skeletons Mortar Guards Little Prince
Barbarian Barrel
Skeletons Ice Spirit Mortar Guards Little Prince
The Log
Skeletons Ice Spirit Mini P.E.K.K.A Guards Little Prince
Earthquake
Skeletons Mortar Guards
Arrows
Skeletons Ice Spirit Guards Little Prince
Royal Delivery
Skeletons Ice Spirit Mini P.E.K.K.A Guards Little Prince
Fireball
Mortar Little Prince
Poison
Mortar Guards Little Prince
Lightning
Mortar Mini P.E.K.K.A Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Mortar 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 Arrows Mini P.E.K.K.A Guards

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

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 The Log Arrows Guards Little Prince Mortar Mini P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit The Log Arrows

Attack Synergies 0 10

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
Mortar Mini P.E.K.K.A Guards
Arrows
Mortar Mini P.E.K.K.A
Mortar
Ice Spirit Arrows The Log
Mini P.E.K.K.A
Ice Spirit Arrows The Log Little Prince
Guards
Ice Spirit The Log
The Log
Mortar Mini P.E.K.K.A Guards Little Prince
Little Prince
Mini P.E.K.K.A The Log

Defense Synergies 2 17

Skeletons
Ice Spirit Mortar Mini P.E.K.K.A The Log Little Prince
Ice Spirit
Mini P.E.K.K.A Skeletons Mortar Guards The Log Little Prince
Arrows
Mortar Mini P.E.K.K.A Little Prince
Mortar
Skeletons Ice Spirit Arrows Guards The Log
Mini P.E.K.K.A
Ice Spirit The Log Skeletons Arrows Guards
Guards
Ice Spirit Mortar Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Skeletons Ice Spirit Mortar Guards Little Prince
Little Prince
Skeletons Ice Spirit Arrows 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.

Mortar The Log
Mini P.E.K.K.A Skeletons Ice Spirit Mortar The Log
Mortar Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Skeletons Mortar Guards
Arrows Mini P.E.K.K.A The Log
Arrows The Log Skeletons Guards
Ice Spirit Arrows Mortar Little Prince
Arrows The Log
Mini P.E.K.K.A Skeletons Mortar
Guards Skeletons Ice Spirit Mini P.E.K.K.A Little Prince
Guards Skeletons Arrows The Log
Arrows
Mortar Mini P.E.K.K.A Skeletons Ice Spirit Guards The Log
Ice Spirit Arrows Mortar Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A Mortar
Ice Spirit Mortar Mini P.E.K.K.A The Log
Skeletons Arrows Mortar Mini P.E.K.K.A
Ice Spirit Arrows Mortar Guards The Log Little Prince
Arrows Mortar The Log Ice Spirit Guards Little Prince
Mini P.E.K.K.A Mortar
Arrows Mini P.E.K.K.A Guards The Log Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeletons
Arrows Mortar Mini P.E.K.K.A The Log
Guards Skeletons Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards The Log
Skeletons Mini P.E.K.K.A Guards
Arrows Skeletons Ice Spirit
Mini P.E.K.K.A Guards Skeletons
Mini P.E.K.K.A
Skeletons Ice Spirit Mortar Mini P.E.K.K.A The Log
Skeletons Guards
Mini P.E.K.K.A Guards
Arrows Guards The Log
Mini P.E.K.K.A Skeletons Guards
Guards Skeletons Ice Spirit Mortar Mini P.E.K.K.A The Log Little Prince
Arrows Mini P.E.K.K.A The Log

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.)

Arrows Mortar Guards The Log
Arrows Mortar The Log
Arrows The Log
Arrows Guards The Log
Arrows Mortar The Log
Arrows Ice Spirit
Arrows Mortar The Log
Arrows The Log Ice Spirit
Arrows The Log Mortar
Mini P.E.K.K.A Guards
Arrows Mortar The Log
Arrows
Mortar The Log
Arrows Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Mini P.E.K.K.A
Arrows Mortar Mini P.E.K.K.A The Log
Arrows Mortar The Log Little Prince
The Log
Arrows
The Log
Arrows Mortar The Log
Arrows The Log Ice Spirit Mortar Little Prince
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Little Prince
Ice Spirit Guards
Mini P.E.K.K.A
Arrows Mortar The Log
Ice Spirit Arrows
Arrows The Log
Ice Spirit Guards
Arrows
Arrows The Log
Mini P.E.K.K.A
Arrows The Log Mortar
Arrows
Ice Spirit Guards The Log
Mortar The Log Little Prince

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