My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball The Log

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 Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Mini P.E.K.K.A Giant

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Wizard 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 Mini P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball 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.

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 Zap The Log Fireball Mini P.E.K.K.A Giant Wizard

Shortest cycle

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

6 Skeletons Ice Spirit Zap The Log

Attack Synergies 4 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
Zap Mini P.E.K.K.A Giant
Zap
Ice Spirit Fireball Giant Mini P.E.K.K.A The Log
Fireball
Zap Giant The Log
Mini P.E.K.K.A
Giant Ice Spirit Zap Wizard The Log
Giant
Zap Mini P.E.K.K.A Ice Spirit Fireball Wizard The Log
Wizard
Mini P.E.K.K.A Giant
The Log
Zap Fireball Mini P.E.K.K.A Giant

Defense Synergies 6 12

Skeletons
Ice Spirit Zap Mini P.E.K.K.A Wizard The Log
Ice Spirit
Zap Mini P.E.K.K.A Skeletons Fireball Wizard The Log
Zap
Ice Spirit Fireball Mini P.E.K.K.A Skeletons The Log
Fireball
Zap The Log Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap The Log Skeletons Fireball Wizard
Giant
Wizard
Skeletons Ice Spirit Mini P.E.K.K.A The Log
The Log
Fireball Mini P.E.K.K.A Skeletons Ice Spirit Zap Wizard

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.

Zap Fireball Wizard The Log
Mini P.E.K.K.A Skeletons Ice Spirit Zap The Log
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Skeletons
Fireball Mini P.E.K.K.A The Log
Fireball The Log Skeletons Zap
Ice Spirit Zap Fireball Wizard
Zap Fireball The Log
Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Mini P.E.K.K.A
Skeletons Zap Fireball Wizard The Log
Zap Fireball Wizard
Mini P.E.K.K.A Skeletons Ice Spirit Zap Fireball Wizard The Log
Fireball Wizard Ice Spirit Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit Zap Fireball Mini P.E.K.K.A The Log
Wizard Skeletons Fireball Mini P.E.K.K.A
Ice Spirit Fireball Zap Wizard The Log
Zap Wizard The Log Ice Spirit Fireball
Mini P.E.K.K.A
Wizard Fireball Mini P.E.K.K.A The Log

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 Zap Fireball
Fireball Zap Mini P.E.K.K.A Wizard The Log
Skeletons Ice Spirit Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Zap Fireball The Log
Skeletons Mini P.E.K.K.A
Fireball Wizard Skeletons Ice Spirit Zap
Mini P.E.K.K.A Skeletons Fireball
Mini P.E.K.K.A
Zap Skeletons Ice Spirit Fireball Mini P.E.K.K.A The Log
Skeletons
Mini P.E.K.K.A
Zap Fireball The Log
Mini P.E.K.K.A Skeletons Fireball Wizard
Wizard Fireball
Skeletons Ice Spirit Zap Fireball Mini P.E.K.K.A The Log
Zap Fireball Mini P.E.K.K.A Wizard 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.)

Fireball The Log
Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Wizard Zap The Log
Fireball Wizard Ice Spirit Zap
Wizard The Log
Fireball The Log Ice Spirit Zap Wizard
Fireball The Log Zap Wizard
Fireball Mini P.E.K.K.A
Zap Fireball Wizard The Log
Fireball Zap Wizard
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Wizard The Log
Zap Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Zap Fireball The Log
Zap The Log Ice Spirit Fireball Wizard
Fireball The Log Zap Wizard
Fireball Zap Wizard The Log
Fireball Zap The Log
Zap Fireball Wizard
Zap Ice Spirit Fireball Wizard
Fireball Mini P.E.K.K.A
Zap Fireball Wizard The Log
Zap Ice Spirit Fireball
Fireball Wizard The Log
Zap Ice Spirit Fireball
Fireball Zap Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Wizard
The Log Zap Fireball Wizard
Zap Fireball
Zap Ice Spirit Fireball The Log
Zap Fireball
Zap Fireball The Log

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