My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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.

Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Archers Dark Prince

Offensive cards

Win conditions

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

Mortar

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.

Mortar Mini P.E.K.K.A Dark Prince

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 Goblins Mortar Mini P.E.K.K.A Dark Prince

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 Dark Prince

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 Archers Dark Prince
Giant Snowball
Skeletons Goblins Archers
Zap
Skeletons Goblins Archers Mortar Dark Prince
Barbarian Barrel
Skeletons Ice Spirit Goblins Archers Mortar Dark Prince
The Log
Skeletons Ice Spirit Goblins Archers Mini P.E.K.K.A Dark Prince
Earthquake
Skeletons Archers Mortar
Arrows
Skeletons Ice Spirit Goblins Archers
Royal Delivery
Skeletons Ice Spirit Goblins Archers Mini P.E.K.K.A Dark Prince
Fireball
Archers Mortar
Poison
Archers Mortar
Lightning
Mortar Mini P.E.K.K.A Dark Prince
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Dark Prince

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 Mini P.E.K.K.A Dark Prince

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Ice Spirit Goblins Zap Archers Mortar Mini P.E.K.K.A Dark Prince

Shortest cycle

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

6 Skeletons Ice Spirit Goblins Zap

Attack Synergies 1 16

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 Goblins Archers Mortar Mini P.E.K.K.A Dark Prince
Goblins
Ice Spirit Zap Archers
Zap
Ice Spirit Goblins Archers Mortar Mini P.E.K.K.A Dark Prince
Archers
Ice Spirit Goblins Zap Mortar Mini P.E.K.K.A Dark Prince
Mortar
Ice Spirit Zap Archers Dark Prince
Mini P.E.K.K.A
Ice Spirit Zap Archers Dark Prince
Dark Prince
Ice Spirit Zap Archers Mortar Mini P.E.K.K.A

Defense Synergies 3 19

Skeletons
Ice Spirit Zap Archers Mortar Mini P.E.K.K.A Dark Prince
Ice Spirit
Zap Mini P.E.K.K.A Skeletons Goblins Archers Mortar Dark Prince
Goblins
Ice Spirit Zap Archers Mortar
Zap
Ice Spirit Mini P.E.K.K.A Skeletons Goblins Archers Mortar Dark Prince
Archers
Skeletons Ice Spirit Goblins Zap Mortar Mini P.E.K.K.A Dark Prince
Mortar
Skeletons Ice Spirit Goblins Zap Archers
Mini P.E.K.K.A
Ice Spirit Zap Skeletons Archers
Dark Prince
Skeletons Ice Spirit Zap Archers

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 Mortar
Mini P.E.K.K.A Skeletons Ice Spirit Goblins Zap Mortar Dark Prince
Mortar Mini P.E.K.K.A Skeletons Goblins Archers Dark Prince
Mini P.E.K.K.A Skeletons Goblins Mortar Dark Prince
Mini P.E.K.K.A Dark Prince
Skeletons Goblins Zap Archers Dark Prince
Ice Spirit Zap Archers Mortar
Zap
Mini P.E.K.K.A Skeletons Goblins Mortar
Skeletons Ice Spirit Goblins Archers Mini P.E.K.K.A Dark Prince
Goblins Archers Skeletons Zap Dark Prince
Zap Archers
Mortar Mini P.E.K.K.A Skeletons Ice Spirit Zap Dark Prince
Ice Spirit Goblins Zap Mortar Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Mortar
Ice Spirit Zap Mortar Mini P.E.K.K.A
Skeletons Goblins Mortar Mini P.E.K.K.A Dark Prince
Ice Spirit Mortar Goblins Zap Archers Dark Prince
Zap Mortar Ice Spirit Archers Dark Prince
Mini P.E.K.K.A Mortar
Dark Prince Goblins Archers Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Goblins Zap Archers Dark Prince
Zap Archers Mortar Mini P.E.K.K.A
Skeletons Ice Spirit Goblins Zap Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Dark Prince Zap
Skeletons Mini P.E.K.K.A Dark Prince
Skeletons Ice Spirit Zap Archers
Mini P.E.K.K.A Dark Prince Skeletons Goblins Archers
Mini P.E.K.K.A Dark Prince
Zap Skeletons Ice Spirit Goblins Mortar Mini P.E.K.K.A Dark Prince
Skeletons
Mini P.E.K.K.A Dark Prince
Zap Dark Prince
Mini P.E.K.K.A Dark Prince Skeletons
Archers
Skeletons Ice Spirit Goblins Zap Archers Mortar Mini P.E.K.K.A Dark Prince
Zap Archers Mini P.E.K.K.A Dark Prince

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.)

Mortar
Mortar Zap
Dark Prince
Zap Mortar Dark Prince
Ice Spirit Zap
Archers Mortar
Ice Spirit Zap
Zap Mortar
Goblins Mini P.E.K.K.A
Zap Mortar Dark Prince
Zap Archers
Mortar
Mortar
Zap Mortar
Zap Mortar
Mortar
Mortar
Mini P.E.K.K.A
Zap Archers Mortar Mini P.E.K.K.A Dark Prince
Zap Mortar
Zap Mortar
Zap Ice Spirit Mortar Dark Prince
Mortar Zap
Zap Mortar
Zap Mortar
Zap Archers
Zap Ice Spirit
Mini P.E.K.K.A
Zap Mortar
Zap Ice Spirit
Zap Ice Spirit Archers Dark Prince
Zap Archers
Mini P.E.K.K.A Dark Prince
Zap Mortar
Zap
Dark Prince
Zap Ice Spirit
Zap
Zap Mortar Dark Prince

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