My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Ice Golem Electro Dragon

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 Knight Ice Golem Electro Dragon P.E.K.K.A

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.

Zap

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 Knight 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 Dragon

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 Snowball
Skeletons Electro Dragon
Zap
Skeletons
Barbarian Barrel
Skeletons Ice Spirit Knight
The Log
Skeletons Ice Spirit
Earthquake
Skeletons
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Knight Electro Dragon P.E.K.K.A
Fireball
Electro Dragon
Poison
Electro Dragon
Lightning
Knight Ice Golem Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Ice Golem Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Ice Golem Electro Dragon

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 Knight Ice Golem 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 Ice Golem

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.

Mirror Skeletons Ice Spirit Zap Ice Golem Knight Electro Dragon P.E.K.K.A

Shortest cycle

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

4 Mirror Skeletons Ice Spirit Zap

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
Zap Knight P.E.K.K.A
Zap
Ice Spirit Mirror P.E.K.K.A Knight Ice Golem Electro Dragon
Knight
Ice Spirit Zap Electro Dragon
Ice Golem
Zap Electro Dragon
Mirror
Zap
Electro Dragon
Zap Knight Ice Golem P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Electro Dragon

Defense Synergies 3 16

Skeletons
Ice Spirit Zap Knight Ice Golem Electro Dragon P.E.K.K.A
Ice Spirit
Zap Skeletons Knight Ice Golem Electro Dragon P.E.K.K.A
Zap
Ice Spirit Mirror Skeletons Knight Ice Golem Electro Dragon P.E.K.K.A
Knight
Electro Dragon Skeletons Ice Spirit Zap
Ice Golem
Skeletons Ice Spirit Zap Electro Dragon
Mirror
Zap Electro Dragon
Electro Dragon
Knight Skeletons Ice Spirit Zap Ice Golem Mirror
P.E.K.K.A
Skeletons Ice Spirit Zap

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 Knight Ice Golem Electro Dragon
P.E.K.K.A Skeletons Ice Spirit Zap Knight Electro Dragon
P.E.K.K.A Skeletons Knight Electro Dragon
P.E.K.K.A Skeletons Knight Electro Dragon
P.E.K.K.A
Skeletons Zap Electro Dragon
Ice Spirit Zap Electro Dragon
Zap Ice Golem Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons
Knight Skeletons Ice Spirit Ice Golem
Skeletons Zap Knight Ice Golem Electro Dragon
Zap Electro Dragon
P.E.K.K.A Skeletons Ice Spirit Zap Knight Electro Dragon
Ice Spirit Zap Electro Dragon P.E.K.K.A
P.E.K.K.A Knight
Ice Spirit Zap P.E.K.K.A
Skeletons Knight Electro Dragon P.E.K.K.A
Ice Spirit Zap Knight Electro Dragon
Zap Ice Spirit Knight Ice Golem Electro Dragon
P.E.K.K.A
Knight Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Zap Ice Golem P.E.K.K.A
Zap Knight Ice Golem Electro Dragon
P.E.K.K.A Skeletons Ice Spirit Zap Knight Ice Golem Electro Dragon
P.E.K.K.A Zap Knight Ice Golem
P.E.K.K.A Skeletons Knight
Skeletons Ice Spirit Zap Ice Golem Electro Dragon
P.E.K.K.A Skeletons Knight Ice Golem
P.E.K.K.A Knight
Zap Electro Dragon P.E.K.K.A Skeletons Ice Spirit Knight Ice Golem
P.E.K.K.A Skeletons
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Zap
P.E.K.K.A Skeletons Knight Ice Golem
Electro Dragon
Electro Dragon Skeletons Ice Spirit Zap Knight Ice Golem P.E.K.K.A
Zap Ice Golem Electro Dragon P.E.K.K.A

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.)

Knight Ice Golem Electro Dragon
Zap Electro Dragon
Electro Dragon
Knight Ice Golem
Zap
Ice Spirit Zap Ice Golem Electro Dragon
Ice Spirit Zap Ice Golem Electro Dragon
Zap Electro Dragon
Electro Dragon
Zap Knight Electro Dragon
Zap Electro Dragon
Knight Ice Golem
Electro Dragon
Zap Ice Golem
Zap Electro Dragon
Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Zap Ice Golem Ice Spirit Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Zap
Zap Ice Golem Electro Dragon
Zap Electro Dragon Ice Spirit
Zap Electro Dragon
Zap Ice Spirit Electro Dragon
P.E.K.K.A
Zap Ice Spirit Electro Dragon
Zap Electro Dragon
Knight Electro Dragon
Zap Ice Golem Electro Dragon
Zap
Electro Dragon P.E.K.K.A
Zap Electro Dragon Ice Spirit
Zap Electro Dragon
Electro Dragon Zap

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