My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Goblin Cage Ram Rider

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!
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!
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.

Flying Machine Ice 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.

Flying Machine P.E.K.K.A Golem Ice Wizard

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.

Zap Rage Tornado

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.

Mini P.E.K.K.A Flying Machine 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Ice Wizard

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.

Mini P.E.K.K.A Rage Tornado P.E.K.K.A Golem Ice Wizard

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Rage Tornado Ice Wizard Mini P.E.K.K.A Flying Machine P.E.K.K.A Golem

Shortest cycle

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

10 Zap Rage Tornado Ice Wizard

Attack Synergies 3 14

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.

Zap
Tornado P.E.K.K.A Mini P.E.K.K.A Flying Machine Golem Ice Wizard
Mini P.E.K.K.A
Zap Rage Tornado Golem Ice Wizard
Flying Machine
Zap P.E.K.K.A Golem
Rage
Mini P.E.K.K.A
Tornado
Zap P.E.K.K.A Mini P.E.K.K.A Golem Ice Wizard
P.E.K.K.A
Zap Tornado Flying Machine Ice Wizard
Golem
Zap Mini P.E.K.K.A Flying Machine Tornado Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A Tornado P.E.K.K.A Golem

Defense Synergies 3 9

Zap
Mini P.E.K.K.A Flying Machine Tornado P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Zap Tornado Ice Wizard
Flying Machine
Zap P.E.K.K.A Ice Wizard
Rage
Tornado
P.E.K.K.A Ice Wizard Zap Mini P.E.K.K.A
P.E.K.K.A
Tornado Zap Flying Machine Ice Wizard
Golem
Ice Wizard
Tornado Zap Mini P.E.K.K.A Flying Machine P.E.K.K.A

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 Flying Machine
Mini P.E.K.K.A P.E.K.K.A Zap Flying Machine Ice Wizard
Mini P.E.K.K.A Tornado P.E.K.K.A Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Mini P.E.K.K.A Tornado P.E.K.K.A
Tornado Zap Flying Machine Ice Wizard
Tornado Zap Flying Machine Ice Wizard
Zap Flying Machine P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Tornado Ice Wizard
Tornado Mini P.E.K.K.A Ice Wizard
Ice Wizard Zap Flying Machine Tornado
Zap Flying Machine Tornado Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Flying Machine Ice Wizard
Zap Mini P.E.K.K.A Tornado P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Tornado Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Tornado P.E.K.K.A
Zap Flying Machine Tornado Ice Wizard
Zap Tornado Flying Machine Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Tornado
Mini P.E.K.K.A Flying Machine P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap P.E.K.K.A
Zap Mini P.E.K.K.A Flying Machine
P.E.K.K.A Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zap Tornado
P.E.K.K.A Mini P.E.K.K.A
Zap Flying Machine Tornado Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Flying Machine Ice Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Mini P.E.K.K.A Flying Machine Tornado
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Flying Machine
P.E.K.K.A Zap Tornado
Mini P.E.K.K.A P.E.K.K.A
Flying Machine
Zap Mini P.E.K.K.A Flying Machine Tornado P.E.K.K.A
Zap Mini P.E.K.K.A Flying Machine P.E.K.K.A Ice 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.)

Flying Machine
Zap Flying Machine Tornado Ice Wizard
Flying Machine
Flying Machine
Zap
Zap Flying Machine Tornado Ice Wizard
Flying Machine Tornado
Zap Flying Machine Tornado Ice Wizard
Zap Flying Machine Tornado
Mini P.E.K.K.A Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine
Tornado
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Flying Machine
Zap Flying Machine Tornado
Tornado
Tornado
Zap Flying Machine
Zap Tornado Ice Wizard
Zap Flying Machine Tornado Ice Wizard
Zap Flying Machine Tornado
Zap Tornado
Zap Flying Machine Tornado Ice Wizard
Zap Flying Machine
Mini P.E.K.K.A
Zap
Zap
P.E.K.K.A
Zap Flying Machine
Zap Flying Machine Tornado Ice Wizard
Mini P.E.K.K.A Flying Machine
Zap Flying Machine
Zap Tornado
Flying Machine P.E.K.K.A
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado

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