My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

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.

Ice Spirit Battle Ram Wizard P.E.K.K.A

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 Fireball

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.

Fireball

Dropped at the bridge

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

Electro Spirit 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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Fireball Wizard

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.

Electro Spirit Ice Spirit Arrows Battle Ram Skeleton Army 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 Skeleton Army

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.

Electro Spirit Ice Spirit Arrows Skeleton Army Fireball Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Ice Spirit Arrows Skeleton Army

Attack Synergies 4 7

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.

Electro Spirit
Fireball Battle Ram P.E.K.K.A
Ice Spirit
Battle Ram P.E.K.K.A
Arrows
Fireball P.E.K.K.A Battle Ram
Fireball
Arrows Electro Spirit Battle Ram
Battle Ram
Ice Spirit Electro Spirit Arrows Fireball P.E.K.K.A
Wizard
P.E.K.K.A
Skeleton Army
P.E.K.K.A
Ice Spirit Arrows Electro Spirit Battle Ram Wizard

Defense Synergies 0 8

Electro Spirit
Ice Spirit
Fireball Wizard Skeleton Army P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Ice Spirit Arrows
Battle Ram
Wizard
Ice Spirit Skeleton Army P.E.K.K.A
Skeleton Army
Ice Spirit Wizard
P.E.K.K.A
Ice Spirit Arrows 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.

Fireball Wizard
Skeleton Army P.E.K.K.A Ice Spirit
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Electro Spirit
Electro Spirit Ice Spirit Arrows Fireball Wizard
Electro Spirit Arrows Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Ice Spirit
Skeleton Army Electro Spirit Arrows Fireball Wizard
Arrows Fireball Wizard
Skeleton Army P.E.K.K.A Ice Spirit Fireball Wizard
Fireball Wizard Skeleton Army Electro Spirit Ice Spirit Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Ice Spirit Fireball P.E.K.K.A
Wizard Arrows Fireball Skeleton Army P.E.K.K.A
Ice Spirit Arrows Fireball Electro Spirit Wizard Skeleton Army
Arrows Wizard Electro Spirit Ice Spirit Fireball
P.E.K.K.A
Wizard Skeleton Army Electro Spirit Arrows Fireball P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Fireball P.E.K.K.A
Fireball Arrows Wizard
Skeleton Army P.E.K.K.A Ice Spirit
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Skeleton Army
Arrows Fireball Wizard Electro Spirit Ice Spirit
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Spirit Ice Spirit Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Electro Spirit Ice Spirit Fireball P.E.K.K.A
Arrows Electro Spirit Fireball Wizard P.E.K.K.A
Electro Spirit Arrows Fireball
P.E.K.K.A
P.E.K.K.A Skeleton Army

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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Electro Spirit Ice Spirit
Arrows Wizard
Arrows Fireball Ice Spirit Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Electro Spirit Ice Spirit Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Electro Spirit Ice Spirit Fireball Wizard
Fireball
Arrows Fireball Wizard
Electro Spirit Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Electro Spirit Ice Spirit Fireball Skeleton Army
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Electro Spirit Ice Spirit Fireball
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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