My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Fire Spirit Ice Golem Wizard 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 Golem Wizard 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.

Missing

Damage spells

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

Freeze The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Wizard Freeze 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.

Fire Spirit Ice Golem Guards Freeze 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.

Fire Spirit Ice Golem Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Ice Golem The Log Guards Freeze Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Ice Golem The Log Guards

Attack Synergies 2 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.

Fire Spirit
P.E.K.K.A Ice Golem
Ice Golem
Fire Spirit Electro Wizard
Wizard
P.E.K.K.A
Guards
The Log
Freeze
P.E.K.K.A
Fire Spirit Electro Wizard Wizard The Log
The Log
Guards P.E.K.K.A
Electro Wizard
P.E.K.K.A Ice Golem

Defense Synergies 1 18

Fire Spirit
Ice Golem P.E.K.K.A The Log Electro Wizard
Ice Golem
Fire Spirit Wizard Guards The Log Electro Wizard
Wizard
Ice Golem Guards Freeze P.E.K.K.A The Log Electro Wizard
Guards
Ice Golem Wizard The Log Electro Wizard
Freeze
Wizard Electro Wizard
P.E.K.K.A
The Log Fire Spirit Wizard Electro Wizard
The Log
P.E.K.K.A Fire Spirit Ice Golem Wizard Guards Electro Wizard
Electro Wizard
Fire Spirit Ice Golem Wizard Guards Freeze P.E.K.K.A 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.

Ice Golem Wizard The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Fire Spirit Freeze Electro Wizard
P.E.K.K.A Guards Electro Wizard
P.E.K.K.A The Log
Freeze The Log Fire Spirit Guards Electro Wizard
Electro Wizard Fire Spirit Wizard Freeze
Ice Golem P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Guards Fire Spirit Ice Golem Electro Wizard
Guards Electro Wizard Ice Golem Wizard Freeze The Log
Wizard Electro Wizard
P.E.K.K.A Fire Spirit Wizard Guards Freeze The Log Electro Wizard
Fire Spirit Wizard Guards Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Freeze P.E.K.K.A The Log Electro Wizard
Wizard P.E.K.K.A Electro Wizard
Fire Spirit Wizard Guards The Log Electro Wizard
Wizard Freeze The Log Fire Spirit Ice Golem Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Guards 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.

Guards Ice Golem P.E.K.K.A Electro Wizard
Electro Wizard Ice Golem Wizard The Log
Guards P.E.K.K.A Ice Golem The Log Electro Wizard
Guards P.E.K.K.A Ice Golem The Log Electro Wizard
P.E.K.K.A Guards
Fire Spirit Wizard Ice Golem Freeze Electro Wizard
Guards P.E.K.K.A Ice Golem Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Ice Golem The Log
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Guards The Log Electro Wizard
P.E.K.K.A Ice Golem Wizard Guards
Wizard
Guards Electro Wizard Ice Golem Freeze P.E.K.K.A The Log
Ice Golem Wizard Freeze 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.)

Ice Golem Guards Freeze The Log
The Log Electro Wizard
The Log
Ice Golem Guards Freeze The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Ice Golem Freeze
Fire Spirit Wizard The Log
The Log Fire Spirit Ice Golem Wizard Freeze
The Log Wizard
Fire Spirit Guards Electro Wizard
Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit Ice Golem The Log
Freeze
Ice Golem The Log
Wizard The Log
Wizard The Log
Freeze
Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard The Log
The Log
Wizard
The Log
The Log
Ice Golem Freeze The Log Fire Spirit Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Fire Spirit Ice Golem Wizard Electro Wizard
Electro Wizard Wizard Guards Freeze
Wizard The Log
Freeze Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Fire Spirit Guards Freeze
Fire Spirit Wizard Electro Wizard
Freeze
The Log
Wizard Electro Wizard
The Log Ice Golem Wizard
P.E.K.K.A
Guards Freeze The Log Electro Wizard
Electro Wizard
Freeze The Log Electro Wizard

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