My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Battle Healer

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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Tesla Wizard Electro Wizard

Defensive buildings

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

Tesla

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 Tesla Wizard P.E.K.K.A Electro Wizard

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 The Log

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 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 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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Ice Spirit Tesla Wizard Guards Electro Wizard
The Log
Ice Spirit Guards
Earthquake
Tesla Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Tesla Wizard Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Tesla Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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 Guards P.E.K.K.A

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 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 Zap The Log Guards Tesla Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Zap The Log Guards

Attack Synergies 5 6

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 Guards
Zap
Ice Spirit P.E.K.K.A Electro Wizard Guards The Log
Tesla
Wizard
P.E.K.K.A
Guards
Ice Spirit Zap The Log
P.E.K.K.A
Ice Spirit Zap Electro Wizard Wizard The Log
The Log
Zap Guards P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 4 21

Ice Spirit
Zap Tesla Wizard Guards P.E.K.K.A The Log Electro Wizard
Zap
Ice Spirit Electro Wizard Tesla Guards P.E.K.K.A The Log
Tesla
The Log Ice Spirit Zap Wizard Guards Electro Wizard
Wizard
Ice Spirit Tesla Guards P.E.K.K.A The Log Electro Wizard
Guards
Ice Spirit Zap Tesla Wizard The Log Electro Wizard
P.E.K.K.A
The Log Ice Spirit Zap Wizard Electro Wizard
The Log
Tesla P.E.K.K.A Ice Spirit Zap Wizard Guards Electro Wizard
Electro Wizard
Zap Ice Spirit Tesla Wizard Guards P.E.K.K.A 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 Tesla Wizard The Log Electro Wizard
P.E.K.K.A Ice Spirit Zap Tesla The Log Electro Wizard
Tesla P.E.K.K.A Electro Wizard
Tesla P.E.K.K.A Guards Electro Wizard
P.E.K.K.A The Log
The Log Zap Tesla Guards Electro Wizard
Tesla Electro Wizard Ice Spirit Zap Wizard
Zap Tesla P.E.K.K.A The Log Electro Wizard
Tesla P.E.K.K.A
Guards Ice Spirit Tesla Electro Wizard
Guards Electro Wizard Zap Tesla Wizard The Log
Tesla Zap Wizard Electro Wizard
Tesla P.E.K.K.A Ice Spirit Zap Wizard Guards The Log Electro Wizard
Wizard Ice Spirit Zap Tesla Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tesla Electro Wizard
Ice Spirit Zap Tesla P.E.K.K.A The Log Electro Wizard
Tesla Wizard P.E.K.K.A Electro Wizard
Ice Spirit Tesla Zap Wizard Guards The Log Electro Wizard
Zap Wizard The Log Ice Spirit Tesla Guards Electro Wizard
P.E.K.K.A Tesla Electro Wizard
Wizard Tesla Guards 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.

Guards Zap Tesla P.E.K.K.A Electro Wizard
Electro Wizard Zap Tesla Wizard The Log
Guards P.E.K.K.A Ice Spirit Zap The Log Electro Wizard
Guards P.E.K.K.A Zap Tesla The Log Electro Wizard
P.E.K.K.A Tesla Guards
Wizard Ice Spirit Zap Tesla Electro Wizard
Guards P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Tesla
Zap P.E.K.K.A Electro Wizard Ice Spirit The Log
P.E.K.K.A Tesla Guards
P.E.K.K.A Tesla Guards
P.E.K.K.A Zap Guards The Log Electro Wizard
P.E.K.K.A Tesla Wizard Guards
Wizard Tesla
Tesla Guards Electro Wizard Ice Spirit Zap P.E.K.K.A The Log
Zap Tesla Wizard 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards The Log
Wizard Zap The Log
Wizard Ice Spirit Zap
Wizard The Log
The Log Ice Spirit Zap Wizard
The Log Zap Wizard
Guards Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Ice Spirit Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Wizard Guards
Zap Wizard The Log
Zap Ice Spirit Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Ice Spirit Guards
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Ice Spirit Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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