My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker

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 Bats Firecracker 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.

Arrows Goblin Curse 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.

Ice Spirit 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.

Firecracker

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
Bats Goblin Curse
Giant Snowball
Bats Goblin Curse
Zap
Bats Firecracker Goblin Curse
Barbarian Barrel
Ice Spirit Firecracker Goblin Curse
The Log
Ice Spirit Firecracker Goblin Curse
Earthquake
Firecracker
Arrows
Ice Spirit Bats Firecracker Goblin Curse
Royal Delivery
Ice Spirit Bats Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Bats Firecracker Goblin Curse
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker 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 Bats Arrows Goblin Curse 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

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.

Mirror Ice Spirit Bats Goblin Curse The Log Arrows Firecracker P.E.K.K.A

Shortest cycle

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

5 Mirror Ice Spirit Bats Goblin Curse

Attack Synergies 6 8

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 Spirit
P.E.K.K.A Bats Firecracker Goblin Curse
Bats
Ice Spirit Firecracker P.E.K.K.A
Arrows
Mirror Goblin Curse P.E.K.K.A
Firecracker
Ice Spirit Bats Mirror P.E.K.K.A
Mirror
Arrows The Log Firecracker
Goblin Curse
Arrows The Log Ice Spirit
P.E.K.K.A
Ice Spirit Arrows Bats Firecracker The Log
The Log
Mirror Goblin Curse P.E.K.K.A

Defense Synergies 3 11

Ice Spirit
Bats Firecracker P.E.K.K.A The Log
Bats
Ice Spirit Firecracker P.E.K.K.A The Log
Arrows
Mirror P.E.K.K.A
Firecracker
The Log Ice Spirit Bats Mirror P.E.K.K.A
Mirror
Arrows Firecracker The Log
Goblin Curse
P.E.K.K.A
The Log Ice Spirit Bats Arrows Firecracker
The Log
Firecracker P.E.K.K.A Ice Spirit Bats Mirror

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.

Firecracker The Log
P.E.K.K.A Ice Spirit Bats Firecracker Goblin Curse The Log
P.E.K.K.A Bats Goblin Curse
P.E.K.K.A Bats Firecracker Goblin Curse
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Bats Firecracker
Bats Ice Spirit Arrows Firecracker Goblin Curse
Arrows P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Ice Spirit Firecracker
Bats Goblin Curse Arrows Firecracker The Log
Arrows Bats Firecracker Goblin Curse
P.E.K.K.A Ice Spirit Bats Goblin Curse The Log
Ice Spirit Bats Arrows Firecracker Goblin Curse P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Ice Spirit Goblin Curse P.E.K.K.A The Log
Bats Arrows Firecracker P.E.K.K.A
Ice Spirit Arrows Bats Firecracker The Log
Arrows The Log Ice Spirit Bats Firecracker Goblin Curse
P.E.K.K.A Goblin Curse
Bats Arrows Firecracker Goblin Curse 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.

P.E.K.K.A
Arrows Firecracker The Log
P.E.K.K.A Ice Spirit Bats The Log
P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Curse
Arrows Firecracker Ice Spirit Bats Goblin Curse
P.E.K.K.A Bats
P.E.K.K.A Goblin Curse
P.E.K.K.A Ice Spirit Bats Firecracker The Log
P.E.K.K.A Goblin Curse
P.E.K.K.A Bats
P.E.K.K.A Arrows The Log
P.E.K.K.A Goblin Curse
Firecracker Goblin Curse
Ice Spirit Bats Firecracker P.E.K.K.A The Log
Bats Arrows Firecracker Goblin Curse P.E.K.K.A The Log
Arrows
P.E.K.K.A
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.)

Arrows Firecracker The Log
Arrows Firecracker Goblin Curse The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker Goblin Curse The Log
Arrows Firecracker Ice Spirit Bats Goblin Curse
Arrows Firecracker The Log
Arrows The Log Ice Spirit Firecracker Goblin Curse
Arrows The Log Firecracker
Bats
Firecracker Arrows The Log
Arrows Firecracker Goblin Curse
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Bats
Arrows Firecracker The Log
Arrows Firecracker Goblin Curse The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker Goblin Curse The Log Ice Spirit
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Goblin Curse The Log
Bats Arrows Firecracker Goblin Curse
Ice Spirit Bats Firecracker
Arrows The Log
Ice Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Goblin Curse The Log
Ice Spirit Bats
Arrows Firecracker Goblin Curse
Arrows The Log
Firecracker
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log
P.E.K.K.A
Firecracker

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