My Best Clash Royale Deck

Deck Check Rating

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

4 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Furnace

Defensive buildings

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

Furnace

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 Furnace Elixir Collector Giant Skeleton P.E.K.K.A

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 Tornado

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 Giant Skeleton 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.

Giant Skeleton

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 Giant Skeleton
Giant Snowball
Skeletons Furnace
Zap
Skeletons Furnace
Barbarian Barrel
Skeletons Ice Spirit Furnace Giant Skeleton
The Log
Skeletons Ice Spirit Furnace Giant Skeleton
Earthquake
Skeletons Furnace Elixir Collector
Arrows
Skeletons Ice Spirit Furnace
Royal Delivery
Skeletons Ice Spirit Giant Skeleton P.E.K.K.A
Fireball
Furnace Elixir Collector
Poison
Furnace Elixir Collector
Lightning
Furnace Elixir Collector
Rocket
Furnace Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Furnace Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Furnace Tornado

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 Elixir Collector Tornado Giant Skeleton 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 Furnace

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.

Skeletons Ice Spirit Zap Tornado Furnace Elixir Collector Giant Skeleton P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit Zap Tornado

Attack Synergies 5 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.

Skeletons
Ice Spirit
Zap P.E.K.K.A Furnace Giant Skeleton
Zap
Ice Spirit Tornado P.E.K.K.A Furnace Giant Skeleton
Furnace
Ice Spirit Zap Giant Skeleton P.E.K.K.A
Elixir Collector
Tornado
Zap P.E.K.K.A Giant Skeleton
Giant Skeleton
Ice Spirit Zap Furnace Tornado
P.E.K.K.A
Ice Spirit Zap Tornado Furnace

Defense Synergies 2 16

Skeletons
Ice Spirit Zap Furnace Tornado Giant Skeleton P.E.K.K.A
Ice Spirit
Zap Skeletons Furnace Tornado Giant Skeleton P.E.K.K.A
Zap
Ice Spirit Skeletons Furnace Tornado Giant Skeleton P.E.K.K.A
Furnace
Skeletons Ice Spirit Zap Tornado
Elixir Collector
Tornado
P.E.K.K.A Skeletons Ice Spirit Zap Furnace Giant Skeleton
Giant Skeleton
Skeletons Ice Spirit Zap Tornado
P.E.K.K.A
Tornado Skeletons Ice Spirit Zap

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
P.E.K.K.A Skeletons Ice Spirit Zap Furnace
Furnace Tornado P.E.K.K.A Skeletons Giant Skeleton
P.E.K.K.A Skeletons Furnace
Tornado Giant Skeleton P.E.K.K.A
Tornado Skeletons Zap Furnace
Furnace Tornado Ice Spirit Zap
Zap Giant Skeleton P.E.K.K.A
P.E.K.K.A Skeletons Furnace Tornado
Tornado Skeletons Ice Spirit Giant Skeleton
Skeletons Zap Furnace Tornado Giant Skeleton
Zap Furnace Tornado
Furnace P.E.K.K.A Skeletons Ice Spirit Zap Giant Skeleton
Ice Spirit Zap Furnace Tornado P.E.K.K.A
P.E.K.K.A Furnace
Tornado Ice Spirit Zap Furnace P.E.K.K.A
Skeletons Furnace Tornado P.E.K.K.A
Ice Spirit Zap Furnace Tornado
Zap Furnace Tornado Ice Spirit Giant Skeleton
P.E.K.K.A Tornado
Furnace Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Furnace Giant Skeleton P.E.K.K.A
Zap
Giant Skeleton P.E.K.K.A Skeletons Ice Spirit Zap Furnace
Giant Skeleton P.E.K.K.A Zap Tornado
Giant Skeleton P.E.K.K.A Skeletons
Furnace Skeletons Ice Spirit Zap Tornado
P.E.K.K.A Skeletons Furnace Giant Skeleton
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Skeletons Ice Spirit Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Giant Skeleton
P.E.K.K.A Zap Tornado Giant Skeleton
Giant Skeleton P.E.K.K.A Skeletons
Furnace
Skeletons Ice Spirit Zap Furnace Tornado Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A

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.)

Giant Skeleton
Zap Tornado
Giant Skeleton
Giant Skeleton
Zap Furnace
Ice Spirit Zap Furnace Tornado
Furnace Tornado
Ice Spirit Zap Tornado
Zap Tornado
Tornado
Zap Tornado
Zap Tornado
Zap Furnace
Zap Furnace
Furnace
Tornado
Zap
Zap Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Tornado Ice Spirit Furnace
Zap Tornado
Zap Tornado
Zap Tornado
Zap Furnace Tornado
Zap Ice Spirit
Zap
Zap Ice Spirit
P.E.K.K.A Giant Skeleton
Zap Ice Spirit
Zap Tornado
Zap
Zap Tornado Giant Skeleton
P.E.K.K.A
Zap Ice Spirit Tornado Giant Skeleton
Zap Tornado
Zap Tornado Giant Skeleton

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