My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Fisherman

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!
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.

Bats

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 Knight Lumberjack

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.

Zap Rage 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 Lumberjack

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 Knight Mini P.E.K.K.A Lumberjack

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 Lumberjack

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
Giant Snowball
Bats Lumberjack
Zap
Bats
Barbarian Barrel
Ice Spirit Knight Lumberjack
The Log
Ice Spirit Mini P.E.K.K.A Lumberjack
Earthquake
Arrows
Ice Spirit Bats
Royal Delivery
Ice Spirit Bats Knight Mini P.E.K.K.A Lumberjack
Fireball
Lumberjack
Poison
Bats
Lightning
Knight Mini P.E.K.K.A Lumberjack
Rocket

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 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 Knight Mini P.E.K.K.A Rage

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.

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 Zap Rage The Log Knight Mini P.E.K.K.A Lumberjack

Shortest cycle

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

7 Ice Spirit Bats Zap Rage

Attack Synergies 3 17

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 Knight Bats Mini P.E.K.K.A Lumberjack
Bats
Knight Ice Spirit Zap Mini P.E.K.K.A Rage Lumberjack
Zap
Ice Spirit Bats Knight Mini P.E.K.K.A The Log Lumberjack
Knight
Ice Spirit Bats Zap The Log Lumberjack
Mini P.E.K.K.A
Ice Spirit Bats Zap Rage The Log Lumberjack
Rage
Bats Mini P.E.K.K.A
The Log
Zap Knight Mini P.E.K.K.A Lumberjack
Lumberjack
Ice Spirit Bats Zap Knight Mini P.E.K.K.A The Log

Defense Synergies 5 15

Ice Spirit
Zap Mini P.E.K.K.A Bats Knight The Log Lumberjack
Bats
Knight Ice Spirit Zap Mini P.E.K.K.A The Log Lumberjack
Zap
Ice Spirit Mini P.E.K.K.A Bats Knight The Log Lumberjack
Knight
Bats Ice Spirit Zap Mini P.E.K.K.A The Log Lumberjack
Mini P.E.K.K.A
Ice Spirit Zap The Log Bats Knight
Rage
The Log
Mini P.E.K.K.A Ice Spirit Bats Zap Knight Lumberjack
Lumberjack
Ice Spirit Bats Zap Knight 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.

Zap Knight The Log
Mini P.E.K.K.A Lumberjack Ice Spirit Bats Zap Knight The Log
Mini P.E.K.K.A Lumberjack Bats Knight
Mini P.E.K.K.A Lumberjack Bats Knight
Mini P.E.K.K.A The Log Lumberjack
The Log Bats Zap Lumberjack
Bats Ice Spirit Zap
Zap The Log
Mini P.E.K.K.A Lumberjack
Knight Ice Spirit Mini P.E.K.K.A Lumberjack
Bats Zap Knight The Log Lumberjack
Bats Zap
Mini P.E.K.K.A Lumberjack Ice Spirit Bats Zap Knight The Log
Ice Spirit Bats Zap Mini P.E.K.K.A The Log Lumberjack
Mini P.E.K.K.A Knight Lumberjack
Ice Spirit Zap Mini P.E.K.K.A The Log Lumberjack
Bats Knight Mini P.E.K.K.A Lumberjack
Ice Spirit Bats Zap Knight The Log Lumberjack
Zap The Log Ice Spirit Bats Knight Lumberjack
Mini P.E.K.K.A Lumberjack
Bats Knight Mini P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Lumberjack Zap
Zap Knight Mini P.E.K.K.A The Log Lumberjack
Lumberjack Ice Spirit Bats Zap Knight Mini P.E.K.K.A The Log
Mini P.E.K.K.A Lumberjack Bats Zap Knight The Log
Knight Mini P.E.K.K.A Lumberjack
Ice Spirit Bats Zap
Mini P.E.K.K.A Bats Knight Lumberjack
Mini P.E.K.K.A Knight Lumberjack
Zap Ice Spirit Bats Knight Mini P.E.K.K.A The Log
Bats Knight Mini P.E.K.K.A Lumberjack
Zap The Log
Mini P.E.K.K.A Knight Lumberjack
Ice Spirit Bats Zap Knight Mini P.E.K.K.A The Log Lumberjack
Bats Zap Mini P.E.K.K.A 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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Zap The Log
Ice Spirit Bats Zap
The Log
The Log Ice Spirit Zap
The Log Zap
Bats Mini P.E.K.K.A Lumberjack
Zap Knight The Log
Zap
Knight The Log
Zap The Log
Zap The Log
The Log
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Bats Zap
Zap Ice Spirit Bats
Mini P.E.K.K.A
Zap The Log
Zap Ice Spirit
The Log
Zap Ice Spirit Bats
Zap
The Log
Knight Mini P.E.K.K.A Lumberjack
The Log Zap
Zap
Zap Ice Spirit Bats The Log
Bats Zap
Zap The Log

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