My Best Clash Royale Deck

Ice Golem Ice Spirit Lightning Mega Knight Minions P.E.K.K.A Elixir Collector Electro Wizard

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Ice Golem 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.

Ice Spirit Ice Golem Elixir Collector P.E.K.K.A Electro Wizard Mega Knight

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.

Lightning

Punishments

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

Mega Knight

Pump responses

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

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 Ice Golem P.E.K.K.A Mega Knight

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
Minions
Giant Snowball
Minions
Zap
Minions
Barbarian Barrel
Ice Spirit Electro Wizard
The Log
Ice Spirit
Earthquake
Elixir Collector
Arrows
Ice Spirit Minions
Royal Delivery
Ice Spirit Minions P.E.K.K.A Electro Wizard
Fireball
Minions Elixir Collector Electro Wizard
Poison
Minions Elixir Collector Electro Wizard
Lightning
Ice Golem Elixir Collector Electro Wizard
Rocket
Elixir Collector

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 Mega Knight

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 Ice Golem Elixir Collector P.E.K.K.A Mega Knight

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 Minions Ice Golem 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.

Ice Spirit Ice Golem Minions Electro Wizard Lightning Elixir Collector Mega Knight P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Ice Golem Minions Electro Wizard

Attack Synergies 4 5

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 Golem
Minions Electro Wizard
Ice Spirit
Minions P.E.K.K.A Mega Knight
Lightning
Mega Knight
Minions Ice Spirit Electro Wizard
Minions
Ice Spirit Mega Knight Ice Golem P.E.K.K.A
P.E.K.K.A
Ice Spirit Electro Wizard Minions
Elixir Collector
Electro Wizard
P.E.K.K.A Ice Golem Mega Knight

Defense Synergies 1 12

Ice Golem
Minions Ice Spirit Mega Knight Electro Wizard
Ice Spirit
Ice Golem Mega Knight Minions P.E.K.K.A Electro Wizard
Lightning
Mega Knight
Ice Golem Ice Spirit Minions Electro Wizard
Minions
Ice Golem Ice Spirit Mega Knight P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Minions Electro Wizard
Elixir Collector
Electro Wizard
Ice Golem Ice Spirit Mega Knight Minions 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 Ice Golem Minions Electro Wizard
P.E.K.K.A Ice Spirit Mega Knight Minions Electro Wizard
Mega Knight P.E.K.K.A Lightning Minions Electro Wizard
P.E.K.K.A Mega Knight Minions Electro Wizard
Lightning Mega Knight P.E.K.K.A
Mega Knight Minions Electro Wizard
Lightning Minions Electro Wizard Ice Spirit
Lightning Ice Golem Mega Knight P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Golem Ice Spirit Mega Knight Electro Wizard
Minions Electro Wizard Ice Golem Mega Knight
Minions Electro Wizard
Mega Knight P.E.K.K.A Ice Spirit Lightning Minions Electro Wizard
Mega Knight Ice Spirit Minions P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard
Lightning Mega Knight P.E.K.K.A Electro Wizard
Mega Knight Minions P.E.K.K.A Electro Wizard
Mega Knight Ice Spirit Minions Electro Wizard
Ice Golem Mega Knight Minions Electro Wizard
P.E.K.K.A
Mega Knight Minions 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.

Mega Knight Ice Golem P.E.K.K.A Electro Wizard
Electro Wizard Ice Golem Lightning Mega Knight
Mega Knight P.E.K.K.A Ice Golem Ice Spirit Lightning Minions Electro Wizard
Lightning Mega Knight P.E.K.K.A Ice Golem Electro Wizard
P.E.K.K.A Mega Knight
Ice Golem Ice Spirit Minions Electro Wizard
Mega Knight P.E.K.K.A Ice Golem Lightning Minions Electro Wizard
Lightning Mega Knight P.E.K.K.A
Mega Knight P.E.K.K.A
Lightning Mega Knight P.E.K.K.A Electro Wizard Ice Golem Ice Spirit Minions
P.E.K.K.A Mega Knight
Mega Knight Minions 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 Ice Golem
Electro Wizard
Lightning
Lightning Ice Golem
Mega Knight
Ice Golem Ice Spirit Minions
Ice Golem Ice Spirit Lightning
Lightning
Lightning Mega Knight Minions Electro Wizard
Lightning Electro Wizard
Lightning
Lightning Ice Golem
Lightning Minions
Lightning Ice Golem
Lightning
Lightning Mega Knight
Lightning
Lightning Minions
Lightning Mega Knight Electro Wizard
Lightning Mega Knight
Lightning Mega Knight Minions
Lightning
Lightning
Lightning
Ice Golem Ice Spirit Mega Knight
Lightning Electro Wizard
Lightning Mega Knight
Lightning
Lightning Ice Golem Electro Wizard
Lightning Electro Wizard Ice Spirit Minions
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning Ice Spirit Minions Electro Wizard
Lightning Electro Wizard
Lightning Electro Wizard
Ice Golem Lightning
Lightning
Mega Knight P.E.K.K.A

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