My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro 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 Archers Battle Ram Elixir Collector Electro Wizard

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.

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.

Elixir Collector

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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 Mini P.E.K.K.A Battle Ram Elixir Collector 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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Archers Skeleton Army Mini P.E.K.K.A Battle Ram Electro Wizard Elixir Collector

Shortest cycle

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

9 Ice Spirit The Log Archers Skeleton Army

Attack Synergies 2 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.

Ice Spirit
Battle Ram Archers Mini P.E.K.K.A
Archers
Ice Spirit Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Ice Spirit Archers The Log Electro Wizard
Battle Ram
Ice Spirit The Log Archers Electro Wizard
Elixir Collector
Skeleton Army
The Log
Battle Ram Mini P.E.K.K.A
Electro Wizard
Mini P.E.K.K.A Battle Ram

Defense Synergies 3 12

Ice Spirit
Mini P.E.K.K.A Archers Skeleton Army The Log Electro Wizard
Archers
Ice Spirit Mini P.E.K.K.A Skeleton Army The Log Electro Wizard
Mini P.E.K.K.A
Ice Spirit The Log Electro Wizard Archers Skeleton Army
Battle Ram
Elixir Collector
Skeleton Army
Ice Spirit Archers Mini P.E.K.K.A The Log Electro Wizard
The Log
Mini P.E.K.K.A Ice Spirit Archers Skeleton Army Electro Wizard
Electro Wizard
Mini P.E.K.K.A Ice Spirit Archers Skeleton Army The Log

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.

The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Ice Spirit The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Archers Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Archers Electro Wizard
Electro Wizard Ice Spirit Archers
The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army Ice Spirit Archers Mini P.E.K.K.A Electro Wizard
Archers Skeleton Army Electro Wizard The Log
Archers Electro Wizard
Mini P.E.K.K.A Skeleton Army Ice Spirit The Log Electro Wizard
Skeleton Army Ice Spirit Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army Ice Spirit Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Ice Spirit Archers Skeleton Army The Log Electro Wizard
The Log Ice Spirit Archers Electro Wizard
Mini P.E.K.K.A Electro Wizard
Skeleton Army Archers Mini P.E.K.K.A The Log Electro Wizard

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 Archers Electro Wizard
Electro Wizard Archers Mini P.E.K.K.A The Log
Skeleton Army Ice Spirit Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Ice Spirit Archers Electro Wizard
Mini P.E.K.K.A Skeleton Army Archers Electro Wizard
Mini P.E.K.K.A Skeleton Army
Electro Wizard Ice Spirit Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army
Mini P.E.K.K.A
Skeleton Army The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Archers Skeleton Army
Skeleton Army Electro Wizard Ice Spirit Archers Mini P.E.K.K.A The Log
Archers Mini P.E.K.K.A The Log Electro Wizard

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 Electro Wizard
The Log
The Log
The Log
Ice Spirit
Archers The Log
The Log Ice Spirit
The Log
Mini P.E.K.K.A Electro Wizard
The Log Electro Wizard
Archers
The Log
The Log
The Log
The Log
Mini P.E.K.K.A
Archers Mini P.E.K.K.A The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log Ice Spirit
The Log Electro Wizard
The Log
The Log
Archers Electro Wizard
Electro Wizard Ice Spirit
Mini P.E.K.K.A
The Log
Ice Spirit Electro Wizard
The Log
Electro Wizard Ice Spirit Archers Skeleton Army
Archers Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard
The Log
Ice Spirit The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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