My Best Clash Royale Deck

Deck Check Rating

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

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 Giant Skeleton

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

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

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 Giant Skeleton

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

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.

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 The Log Clone Mini P.E.K.K.A Wizard Giant Skeleton

Shortest cycle

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

6 Skeletons Ice Spirit Zap The Log

Attack Synergies 2 10

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 Mini P.E.K.K.A Giant Skeleton
Zap
Ice Spirit Mini P.E.K.K.A Giant Skeleton The Log
Mini P.E.K.K.A
Ice Spirit Zap Wizard Giant Skeleton The Log
Wizard
Mini P.E.K.K.A Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Ice Spirit Zap Mini P.E.K.K.A Wizard The Log
The Log
Zap Mini P.E.K.K.A Giant Skeleton

Defense Synergies 4 15

Skeletons
Ice Spirit Zap Mini P.E.K.K.A Wizard Giant Skeleton The Log
Ice Spirit
Zap Mini P.E.K.K.A Skeletons Wizard Giant Skeleton The Log
Zap
Ice Spirit Mini P.E.K.K.A Skeletons Giant Skeleton The Log
Mini P.E.K.K.A
Ice Spirit Zap The Log Skeletons Wizard
Wizard
Skeletons Ice Spirit Mini P.E.K.K.A Giant Skeleton The Log
Clone
Giant Skeleton
Skeletons Ice Spirit Zap Wizard The Log
The Log
Mini P.E.K.K.A Skeletons Ice Spirit Zap Wizard Giant Skeleton

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 Wizard The Log
Mini P.E.K.K.A Skeletons Ice Spirit Zap The Log
Mini P.E.K.K.A Skeletons Giant Skeleton
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Giant Skeleton The Log
The Log Skeletons Zap
Ice Spirit Zap Wizard
Zap Giant Skeleton The Log
Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Mini P.E.K.K.A Giant Skeleton
Skeletons Zap Wizard Giant Skeleton The Log
Zap Wizard
Mini P.E.K.K.A Skeletons Ice Spirit Zap Wizard Giant Skeleton The Log
Wizard Ice Spirit Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit Zap Mini P.E.K.K.A The Log
Wizard Skeletons Mini P.E.K.K.A
Ice Spirit Zap Wizard The Log
Zap Wizard The Log Ice Spirit Giant Skeleton
Mini P.E.K.K.A
Wizard Mini P.E.K.K.A Giant Skeleton 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 Zap Giant Skeleton
Zap Mini P.E.K.K.A Wizard The Log
Giant Skeleton Skeletons Ice Spirit Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Giant Skeleton Zap The Log
Giant Skeleton Skeletons Mini P.E.K.K.A
Wizard Skeletons Ice Spirit Zap
Mini P.E.K.K.A Skeletons Giant Skeleton
Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton Skeletons Ice Spirit Mini P.E.K.K.A The Log
Skeletons
Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton The Log
Mini P.E.K.K.A Giant Skeleton Skeletons Wizard
Wizard
Skeletons Ice Spirit Zap Mini P.E.K.K.A Giant Skeleton The Log
Zap Mini P.E.K.K.A Wizard Giant Skeleton 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.)

Giant Skeleton The Log
Zap The Log
Giant Skeleton The Log
Giant Skeleton The Log
Wizard Zap The Log
Wizard Ice Spirit Zap
Wizard The Log
The Log Ice Spirit Zap Wizard
The Log Zap Wizard
Mini P.E.K.K.A
Zap Wizard The Log
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard The Log
Zap Wizard The Log
Giant Skeleton The Log
Wizard
The Log
Zap The Log
Zap The Log Ice Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard
Zap Ice Spirit Wizard
Mini P.E.K.K.A
Zap Wizard The Log
Zap Ice Spirit
Giant Skeleton
Wizard The Log
Zap Ice Spirit
Zap Wizard
The Log
Mini P.E.K.K.A Wizard
The Log Zap Wizard
Zap Giant Skeleton
Zap Ice Spirit Giant Skeleton The Log
Zap
Zap Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: