My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Three Musketeers

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 Battle Ram Wizard Three Musketeers

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

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 Battle Ram

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 Mini P.E.K.K.A Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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 Bats Mini P.E.K.K.A Battle Ram Skeleton Army

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.

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 Wizard Three Musketeers

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.

Ice Spirit Bats The Log Skeleton Army Mini P.E.K.K.A Battle Ram Wizard Three Musketeers

Shortest cycle

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

8 Ice Spirit Bats The Log Skeleton Army

Attack Synergies 2 9

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
Battle Ram Bats Mini P.E.K.K.A Three Musketeers
Bats
Ice Spirit Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Ice Spirit Bats Wizard The Log
Battle Ram
Ice Spirit The Log Bats Three Musketeers
Wizard
Mini P.E.K.K.A
Three Musketeers
Ice Spirit Battle Ram The Log
Skeleton Army
The Log
Battle Ram Mini P.E.K.K.A Three Musketeers

Defense Synergies 2 13

Ice Spirit
Mini P.E.K.K.A Bats Wizard Three Musketeers Skeleton Army The Log
Bats
Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit The Log Bats Wizard Skeleton Army
Battle Ram
Wizard
Ice Spirit Mini P.E.K.K.A Skeleton Army The Log
Three Musketeers
Ice Spirit The Log
Skeleton Army
Ice Spirit Mini P.E.K.K.A Wizard The Log
The Log
Mini P.E.K.K.A Ice Spirit Bats Wizard Three Musketeers Skeleton Army

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.

Wizard The Log
Mini P.E.K.K.A Skeleton Army Ice Spirit Bats Three Musketeers The Log
Mini P.E.K.K.A Three Musketeers Skeleton Army Bats
Mini P.E.K.K.A Three Musketeers Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Bats
Bats Three Musketeers Ice Spirit Wizard
The Log
Mini P.E.K.K.A Three Musketeers Skeleton Army
Skeleton Army Ice Spirit Mini P.E.K.K.A
Bats Skeleton Army Wizard The Log
Three Musketeers Bats Wizard
Mini P.E.K.K.A Skeleton Army Ice Spirit Bats Wizard Three Musketeers The Log
Wizard Three Musketeers Skeleton Army Ice Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Three Musketeers
Skeleton Army Ice Spirit Mini P.E.K.K.A Three Musketeers The Log
Wizard Three Musketeers Bats Mini P.E.K.K.A Skeleton Army
Ice Spirit Bats Wizard Three Musketeers Skeleton Army The Log
Wizard The Log Ice Spirit Bats
Mini P.E.K.K.A Three Musketeers
Wizard Skeleton Army Bats 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 Skeleton Army
Mini P.E.K.K.A Wizard The Log
Skeleton Army Ice Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Bats The Log
Mini P.E.K.K.A Three Musketeers Skeleton Army
Wizard Ice Spirit Bats Three Musketeers
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army
Ice Spirit Bats Mini P.E.K.K.A Skeleton Army The Log
Three Musketeers Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army The Log
Mini P.E.K.K.A Skeleton Army Wizard Three Musketeers
Wizard Three Musketeers Skeleton Army
Skeleton Army Ice Spirit Bats Mini P.E.K.K.A Three Musketeers The Log
Bats 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.)

The Log
The Log
The Log
The Log
Wizard The Log
Wizard Ice Spirit Bats
Wizard The Log
The Log Ice Spirit Wizard
The Log Wizard
Bats Mini P.E.K.K.A Three Musketeers
Wizard The Log
Wizard
Three Musketeers The Log
The Log
Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Three Musketeers The Log
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Ice Spirit Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Ice Spirit Bats Wizard
Mini P.E.K.K.A
Wizard The Log
Ice Spirit
Wizard The Log
Ice Spirit Bats Skeleton Army
Wizard Three Musketeers
The Log
Mini P.E.K.K.A Wizard Three Musketeers
The Log Wizard
Three Musketeers
Ice Spirit Bats The Log
Bats
The Log

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