My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

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 Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Tornado Lightning

Punishments

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

Battle Ram

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows 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 Arrows Battle Ram 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 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 Arrows Tornado Battle Ram Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Tornado

Attack Synergies 5 6

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
Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram Lightning
Battle Ram
Ice Spirit Arrows Tornado Lightning P.E.K.K.A Electro Wizard
Tornado
P.E.K.K.A Battle Ram
Lightning
Arrows Battle Ram
P.E.K.K.A
Ice Spirit Arrows Tornado Electro Wizard Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 1 12

Skeletons
Ice Spirit Tornado P.E.K.K.A Electro Wizard
Ice Spirit
Skeletons Tornado P.E.K.K.A Electro Wizard
Arrows
Tornado Lightning P.E.K.K.A
Battle Ram
Tornado
P.E.K.K.A Skeletons Ice Spirit Arrows Electro Wizard
Lightning
Arrows
P.E.K.K.A
Tornado Skeletons Ice Spirit Arrows Electro Wizard
Electro Wizard
Skeletons Ice Spirit Tornado P.E.K.K.A

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.

Lightning Electro Wizard
P.E.K.K.A Skeletons Ice Spirit Electro Wizard
Tornado P.E.K.K.A Skeletons Lightning Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
Lightning Arrows Tornado P.E.K.K.A
Arrows Tornado Skeletons Electro Wizard
Tornado Lightning Electro Wizard Ice Spirit Arrows
Lightning Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit Electro Wizard
Electro Wizard Skeletons Arrows Tornado
Arrows Tornado Electro Wizard
P.E.K.K.A Skeletons Ice Spirit Lightning Electro Wizard
Ice Spirit Arrows Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Ice Spirit Lightning P.E.K.K.A Electro Wizard
Skeletons Arrows Tornado P.E.K.K.A Electro Wizard
Ice Spirit Arrows Tornado Electro Wizard
Arrows Tornado Ice Spirit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Lightning
P.E.K.K.A Skeletons Ice Spirit Lightning Electro Wizard
Lightning P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Skeletons
Arrows Skeletons Ice Spirit Tornado Electro Wizard
P.E.K.K.A Skeletons Lightning Electro Wizard
P.E.K.K.A
Lightning P.E.K.K.A Electro Wizard Skeletons Ice Spirit Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
Lightning P.E.K.K.A Arrows Tornado Electro Wizard
Lightning P.E.K.K.A Skeletons
Electro Wizard Skeletons Ice Spirit Tornado Lightning P.E.K.K.A
Arrows P.E.K.K.A 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.)

Lightning Arrows
Arrows Tornado Electro Wizard
Lightning Arrows
Lightning Arrows
Arrows
Arrows Ice Spirit Tornado
Arrows Tornado
Arrows Ice Spirit Tornado Lightning
Arrows Tornado Lightning
Lightning Tornado Electro Wizard
Lightning Arrows Tornado Electro Wizard
Lightning Arrows Tornado
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows Tornado
Lightning
Lightning Arrows Electro Wizard
Lightning Arrows Tornado
Lightning
Lightning Arrows Tornado
Tornado Lightning
Lightning Arrows
Arrows Tornado Ice Spirit
Arrows Tornado Lightning Electro Wizard
Lightning Arrows Tornado
Lightning Arrows Tornado
Lightning Arrows Tornado Electro Wizard
Lightning Electro Wizard Ice Spirit
Lightning
Lightning Arrows
Lightning Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows Lightning
Lightning Electro Wizard Ice Spirit
Lightning Arrows Tornado Electro Wizard
Arrows
Lightning Electro Wizard
Arrows Lightning
Lightning Arrows Tornado
P.E.K.K.A
Ice Spirit Tornado Lightning Electro Wizard
Tornado Lightning Electro Wizard
Lightning Tornado Electro Wizard

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