My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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.

Flying Machine 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.

Ice Spirit Flying Machine 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.

Graveyard

Damage spells

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

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Ice Spirit Goblins Flying Machine 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 Graveyard

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
Graveyard
Giant Snowball
Goblins Flying Machine Electro Dragon Graveyard
Zap
Goblins Flying Machine Graveyard
Barbarian Barrel
Ice Spirit Goblins Graveyard
The Log
Ice Spirit Goblins Graveyard
Earthquake
Graveyard
Arrows
Ice Spirit Goblins Flying Machine Graveyard
Royal Delivery
Ice Spirit Goblins Flying Machine Electro Dragon P.E.K.K.A Graveyard
Fireball
Flying Machine Electro Dragon
Poison
Flying Machine Electro Dragon Graveyard
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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 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.

Graveyard

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 Goblins

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 Goblins Zap Flying Machine Electro Dragon Graveyard P.E.K.K.A

Shortest cycle

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

5 Mirror Ice Spirit Goblins Zap

Attack Synergies 5 13

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
Zap P.E.K.K.A Goblins Graveyard
Goblins
Ice Spirit Zap
Zap
Ice Spirit Mirror P.E.K.K.A Graveyard Goblins Flying Machine Electro Dragon
Flying Machine
Zap Mirror Electro Dragon P.E.K.K.A Graveyard
Mirror
Zap Flying Machine Graveyard
Electro Dragon
Zap Flying Machine P.E.K.K.A Graveyard
P.E.K.K.A
Ice Spirit Zap Flying Machine Electro Dragon Graveyard
Graveyard
Zap Ice Spirit Flying Machine Mirror Electro Dragon P.E.K.K.A

Defense Synergies 2 14

Ice Spirit
Zap Goblins Flying Machine Electro Dragon P.E.K.K.A
Goblins
Ice Spirit Zap Flying Machine Electro Dragon
Zap
Ice Spirit Mirror Goblins Flying Machine Electro Dragon P.E.K.K.A
Flying Machine
Ice Spirit Goblins Zap Mirror Electro Dragon P.E.K.K.A
Mirror
Zap Flying Machine Electro Dragon
Electro Dragon
Ice Spirit Goblins Zap Flying Machine Mirror
P.E.K.K.A
Ice Spirit Zap Flying Machine
Graveyard

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 Flying Machine Electro Dragon
P.E.K.K.A Ice Spirit Goblins Zap Flying Machine Electro Dragon
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A
Goblins Zap Flying Machine Electro Dragon
Ice Spirit Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon P.E.K.K.A
P.E.K.K.A Goblins
Ice Spirit Goblins
Goblins Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
P.E.K.K.A Ice Spirit Zap Flying Machine Electro Dragon
Ice Spirit Goblins Zap Electro Dragon P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap P.E.K.K.A
Goblins Electro Dragon P.E.K.K.A
Ice Spirit Goblins Zap Flying Machine Electro Dragon
Zap Ice Spirit Flying Machine Electro Dragon
P.E.K.K.A
Goblins Flying Machine 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.

Goblins Zap P.E.K.K.A
Zap Flying Machine Electro Dragon
P.E.K.K.A Ice Spirit Goblins Zap Electro Dragon
P.E.K.K.A Zap
P.E.K.K.A
Ice Spirit Zap Flying Machine Electro Dragon
P.E.K.K.A Goblins Flying Machine
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Ice Spirit Goblins Flying Machine
P.E.K.K.A
P.E.K.K.A Flying Machine Electro Dragon
P.E.K.K.A Zap
P.E.K.K.A
Flying Machine Electro Dragon
Electro Dragon Ice Spirit Goblins Zap Flying Machine P.E.K.K.A
Zap Flying Machine 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.)

Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon
Flying Machine
Zap
Ice Spirit Zap Flying Machine Electro Dragon
Flying Machine
Ice Spirit Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Goblins Electro Dragon
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine
Flying Machine Electro Dragon
Zap Flying Machine
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Zap Ice Spirit Electro Dragon
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Zap
Zap Flying Machine Electro Dragon
Zap Electro Dragon Ice Spirit Flying Machine
Zap Electro Dragon
Zap Ice Spirit Electro Dragon
P.E.K.K.A
Zap Ice Spirit Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Zap
Flying Machine Electro Dragon P.E.K.K.A
Zap Electro Dragon Ice Spirit Flying Machine
Zap Flying Machine Electro Dragon
Electro Dragon Zap Flying Machine

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