My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

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.

Skeletons Ice Spirit Wizard Prince

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.

Rage Tornado 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 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 Mini P.E.K.K.A 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

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Wizard Tornado 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 Rage Tornado 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 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.

Skeletons Ice Spirit Rage The Log Tornado Mini P.E.K.K.A Wizard Prince

Shortest cycle

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

6 Skeletons Ice Spirit Rage The Log

Attack Synergies 1 11

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
Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Ice Spirit Wizard Rage Tornado The Log
Wizard
Tornado Mini P.E.K.K.A Rage Prince
Rage
Mini P.E.K.K.A Wizard Prince
Tornado
Wizard Mini P.E.K.K.A The Log
Prince
Ice Spirit Wizard Rage The Log
The Log
Mini P.E.K.K.A Tornado Prince

Defense Synergies 4 16

Skeletons
Ice Spirit Mini P.E.K.K.A Wizard Tornado Prince The Log
Ice Spirit
Mini P.E.K.K.A Skeletons Wizard Tornado Prince The Log
Mini P.E.K.K.A
Ice Spirit The Log Skeletons Wizard Tornado
Wizard
Tornado Skeletons Ice Spirit Mini P.E.K.K.A Prince The Log
Rage
Tornado
Wizard Skeletons Ice Spirit Mini P.E.K.K.A Prince The Log
Prince
The Log Skeletons Ice Spirit Wizard Tornado
The Log
Mini P.E.K.K.A Prince Skeletons Ice Spirit Wizard Tornado

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.

Wizard The Log
Mini P.E.K.K.A Skeletons Ice Spirit Prince The Log
Mini P.E.K.K.A Tornado Prince Skeletons
Mini P.E.K.K.A Prince Skeletons
Mini P.E.K.K.A Tornado Prince The Log
Tornado The Log Skeletons
Tornado Ice Spirit Wizard
The Log
Mini P.E.K.K.A Skeletons Tornado Prince
Tornado Skeletons Ice Spirit Mini P.E.K.K.A Prince
Skeletons Wizard Tornado The Log
Wizard Tornado
Mini P.E.K.K.A Prince Skeletons Ice Spirit Wizard The Log
Wizard Ice Spirit Mini P.E.K.K.A Tornado Prince The Log
Mini P.E.K.K.A Prince
Tornado Ice Spirit Mini P.E.K.K.A Prince The Log
Wizard Skeletons Mini P.E.K.K.A Tornado Prince
Ice Spirit Wizard Tornado Prince The Log
Wizard Tornado The Log Ice Spirit
Mini P.E.K.K.A Tornado Prince
Wizard Mini P.E.K.K.A Prince The Log

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 Prince
Mini P.E.K.K.A Wizard Prince The Log
Skeletons Ice Spirit Mini P.E.K.K.A Prince The Log
Mini P.E.K.K.A Prince Tornado The Log
Skeletons Mini P.E.K.K.A Prince
Wizard Skeletons Ice Spirit Tornado
Mini P.E.K.K.A Prince Skeletons
Mini P.E.K.K.A Prince
Skeletons Ice Spirit Mini P.E.K.K.A Tornado Prince The Log
Skeletons
Mini P.E.K.K.A Prince
Tornado Prince The Log
Mini P.E.K.K.A Prince Skeletons Wizard
Wizard
Skeletons Ice Spirit Mini P.E.K.K.A Tornado Prince The Log
Mini P.E.K.K.A Wizard 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.)

The Log
Tornado The Log
The Log
Prince The Log
Wizard The Log
Wizard Ice Spirit Tornado
Wizard Tornado The Log
The Log Ice Spirit Wizard Tornado
The Log Wizard Tornado
Mini P.E.K.K.A Tornado Prince
Wizard Tornado Prince The Log
Wizard Tornado
The Log
Prince The Log
Wizard The Log
Wizard The Log
Tornado
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince The Log
Wizard Tornado The Log
Prince The Log
Wizard Tornado
Tornado Prince The Log
The Log
Tornado The Log Ice Spirit Wizard
The Log Wizard Tornado
Wizard Tornado Prince The Log
Tornado The Log
Wizard Tornado
Ice Spirit Wizard
Mini P.E.K.K.A
Wizard The Log
Ice Spirit
Prince
Wizard The Log
Ice Spirit Prince
Wizard Tornado
The Log
Mini P.E.K.K.A Wizard Prince
The Log Wizard
Tornado
Prince
Ice Spirit Tornado The Log
Tornado
Tornado Prince The Log

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