My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Magic Archer

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Ice Spirit Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Miner

Damage spells

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

Zap Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Battle Ram 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.

Miner Electro Wizard

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
Battle Ram Guards Miner
Giant Snowball
Battle Ram Guards Miner
Zap
Battle Ram Guards
Barbarian Barrel
Ice Spirit Battle Ram Guards Electro Wizard
The Log
Ice Spirit Battle Ram Guards
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Battle Ram Guards P.E.K.K.A Miner Electro Wizard
Fireball
Battle Ram Electro Wizard
Poison
Guards Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Poison

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 Battle Ram Guards Poison P.E.K.K.A Miner

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 Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Guards Miner Battle Ram Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap Guards Miner

Attack Synergies 12 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.

Ice Spirit
Zap Battle Ram P.E.K.K.A Guards Miner
Zap
Ice Spirit Battle Ram P.E.K.K.A Miner Electro Wizard Guards Poison
Battle Ram
Ice Spirit Zap Poison P.E.K.K.A Electro Wizard
Guards
Miner Ice Spirit Zap
Poison
Battle Ram P.E.K.K.A Miner Zap
P.E.K.K.A
Ice Spirit Zap Poison Electro Wizard Battle Ram
Miner
Zap Guards Poison Ice Spirit Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Miner

Defense Synergies 2 13

Ice Spirit
Zap Guards Poison P.E.K.K.A Miner Electro Wizard
Zap
Ice Spirit Electro Wizard Guards Poison P.E.K.K.A Miner
Battle Ram
Guards
Ice Spirit Zap Poison Electro Wizard
Poison
Ice Spirit Zap Guards Electro Wizard
P.E.K.K.A
Ice Spirit Zap Electro Wizard
Miner
Ice Spirit Zap
Electro Wizard
Zap Ice Spirit Guards Poison 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 Electro Wizard
P.E.K.K.A Ice Spirit Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Poison P.E.K.K.A
Zap Guards Electro Wizard
Electro Wizard Ice Spirit Zap Poison
Zap Poison P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Ice Spirit Miner Electro Wizard
Guards Poison Electro Wizard Zap
Zap Poison Electro Wizard
P.E.K.K.A Ice Spirit Zap Guards Electro Wizard
Ice Spirit Zap Guards Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Zap P.E.K.K.A Electro Wizard
Poison P.E.K.K.A Electro Wizard
Ice Spirit Zap Guards Electro Wizard
Zap Poison Ice Spirit Guards Electro Wizard
P.E.K.K.A Electro Wizard
Guards Poison P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Miner
Guards P.E.K.K.A Ice Spirit Zap Electro Wizard
Guards P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Guards
Poison Ice Spirit Zap Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit Poison
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards Poison Electro Wizard
P.E.K.K.A Guards
Guards Electro Wizard Ice Spirit Zap Poison P.E.K.K.A
Poison Zap P.E.K.K.A Electro 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.)

Poison Guards
Poison Zap Miner Electro Wizard
Poison Miner
Guards Poison
Poison Zap
Poison Ice Spirit Zap
Poison
Poison Ice Spirit Zap
Poison Miner Zap
Guards Poison Electro Wizard
Poison Miner Zap Electro Wizard
Poison Zap
Poison Miner
Poison
Zap Poison
Zap Poison
Poison
Poison
Zap Poison Electro Wizard
Zap Poison Miner
Poison
Poison
Zap Poison
Zap Poison Ice Spirit
Poison Miner Zap Electro Wizard
Zap Poison Miner
Poison Miner Zap
Poison Zap Electro Wizard
Zap Electro Wizard Ice Spirit Guards Poison
Poison Zap Miner
Zap Ice Spirit Poison Electro Wizard
P.E.K.K.A
Poison
Zap Electro Wizard Ice Spirit Guards
Poison Zap Electro Wizard
Poison Miner Electro Wizard
Zap Poison
Zap Poison
P.E.K.K.A
Zap Ice Spirit Guards Poison Electro Wizard
Zap Poison Electro Wizard
Poison Zap Miner Electro Wizard

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