My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Baby Dragon

Defensive buildings

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

Tombstone

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 Archers Tombstone Baby Dragon P.E.K.K.A Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

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 Baby Dragon P.E.K.K.A Golem

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.

Golem

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 Archers
Giant Snowball
Skeletons Archers Tombstone Baby Dragon
Zap
Skeletons Archers Tombstone
Barbarian Barrel
Skeletons Ice Spirit Archers Tombstone
The Log
Skeletons Ice Spirit Archers Tombstone
Earthquake
Skeletons Archers Tombstone
Arrows
Skeletons Ice Spirit Archers Tombstone
Royal Delivery
Skeletons Ice Spirit Archers Baby Dragon P.E.K.K.A
Fireball
Archers Tombstone Baby Dragon
Poison
Archers Tombstone
Lightning
Tombstone Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Baby Dragon 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 Tombstone Baby Dragon P.E.K.K.A Golem

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.

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 The Log Archers Tombstone Baby Dragon P.E.K.K.A Golem

Shortest cycle

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

7 Skeletons Ice Spirit The Log Archers

Attack Synergies 2 9

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
P.E.K.K.A Archers Baby Dragon Golem
Archers
Ice Spirit Baby Dragon P.E.K.K.A Golem
Tombstone
Baby Dragon
Golem Ice Spirit Archers P.E.K.K.A
P.E.K.K.A
Ice Spirit Archers Baby Dragon The Log
Golem
Baby Dragon Ice Spirit Archers The Log
The Log
P.E.K.K.A Golem

Defense Synergies 1 18

Skeletons
Ice Spirit Archers Tombstone Baby Dragon P.E.K.K.A The Log
Ice Spirit
Skeletons Archers Tombstone Baby Dragon P.E.K.K.A The Log
Archers
Skeletons Ice Spirit Tombstone Baby Dragon P.E.K.K.A The Log
Tombstone
Skeletons Ice Spirit Archers Baby Dragon
Baby Dragon
Skeletons Ice Spirit Archers Tombstone P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Ice Spirit Archers Baby Dragon
Golem
The Log
P.E.K.K.A Skeletons Ice Spirit Archers Baby Dragon

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.

Tombstone Baby Dragon The Log
P.E.K.K.A Skeletons Ice Spirit Tombstone The Log
P.E.K.K.A Skeletons Archers Tombstone
P.E.K.K.A Skeletons Tombstone
Tombstone P.E.K.K.A The Log
The Log Skeletons Archers Baby Dragon
Ice Spirit Archers Tombstone Baby Dragon
Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone
Skeletons Ice Spirit Archers
Archers Skeletons Tombstone Baby Dragon The Log
Archers Baby Dragon
Tombstone P.E.K.K.A Skeletons Ice Spirit The Log
Ice Spirit Tombstone Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Tombstone
Ice Spirit P.E.K.K.A The Log
Skeletons Tombstone P.E.K.K.A
Ice Spirit Tombstone Archers Baby Dragon The Log
Baby Dragon The Log Ice Spirit Archers Tombstone
P.E.K.K.A
Archers Baby Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Archers Tombstone P.E.K.K.A
Archers Baby Dragon The Log
Tombstone P.E.K.K.A Skeletons Ice Spirit The Log
P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone
Skeletons Ice Spirit Archers Baby Dragon
P.E.K.K.A Skeletons Archers Tombstone
P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Tombstone Baby Dragon The Log
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone
Archers Baby Dragon
Tombstone Skeletons Ice Spirit Archers Baby Dragon P.E.K.K.A The Log
Archers Baby Dragon 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.)

Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
Ice Spirit Baby Dragon
Archers Baby Dragon The Log
The Log Ice Spirit Baby Dragon
The Log
The Log
Archers Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Archers Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
The Log Ice Spirit Baby Dragon
The Log Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Archers Baby Dragon
Ice Spirit
The Log
Ice Spirit
P.E.K.K.A
The Log
Ice Spirit Archers Tombstone
Archers Baby Dragon
The Log
Baby Dragon
The Log Baby Dragon
P.E.K.K.A
Ice Spirit Baby Dragon The Log
Baby Dragon The Log

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