My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Wall Breakers Bandit Magic Archer Ram Rider

Deck tips

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Ice Golem Hunter

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 Golem Dark Prince Hunter P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows

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 Royal Hogs Dark Prince

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 Golem Mini P.E.K.K.A Royal Hogs Dark Prince 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.

Mini P.E.K.K.A Royal Hogs Dark Prince

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
Royal Hogs Guards Dark Prince
Giant Snowball
Royal Hogs Guards
Zap
Royal Hogs Guards Dark Prince
Barbarian Barrel
Royal Hogs Guards Dark Prince Hunter
The Log
Mini P.E.K.K.A Royal Hogs Guards Dark Prince Hunter
Earthquake
Royal Hogs Guards
Arrows
Royal Hogs Guards
Royal Delivery
Mini P.E.K.K.A Royal Hogs Guards Dark Prince Hunter P.E.K.K.A
Fireball
Royal Hogs Hunter
Poison
Royal Hogs Guards Hunter
Lightning
Ice Golem Mini P.E.K.K.A Dark Prince Hunter
Rocket
Royal Hogs Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Dark Prince Hunter

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.

Arrows Ice Golem Mini P.E.K.K.A Guards Dark Prince 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 Golem

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 Golem Arrows Guards Mini P.E.K.K.A Dark Prince Hunter Royal Hogs P.E.K.K.A

Shortest cycle

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

12 Ice Golem Arrows Guards Mini P.E.K.K.A

Attack Synergies 2 11

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.

Arrows
Royal Hogs P.E.K.K.A Mini P.E.K.K.A Dark Prince
Ice Golem
Mini P.E.K.K.A Royal Hogs Hunter
Mini P.E.K.K.A
Arrows Ice Golem Royal Hogs Dark Prince Hunter
Royal Hogs
Arrows Ice Golem Mini P.E.K.K.A Guards Dark Prince
Guards
Royal Hogs
Dark Prince
Arrows Mini P.E.K.K.A Royal Hogs
Hunter
Ice Golem Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Arrows Hunter

Defense Synergies 1 11

Arrows
Ice Golem Mini P.E.K.K.A Dark Prince P.E.K.K.A
Ice Golem
Arrows Mini P.E.K.K.A Guards Hunter
Mini P.E.K.K.A
Arrows Ice Golem Guards Hunter
Royal Hogs
Guards
Hunter Ice Golem Mini P.E.K.K.A
Dark Prince
Arrows Hunter
Hunter
Guards Ice Golem Mini P.E.K.K.A Dark Prince P.E.K.K.A
P.E.K.K.A
Arrows Hunter

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.

Ice Golem
Mini P.E.K.K.A Hunter P.E.K.K.A Dark Prince
Mini P.E.K.K.A Hunter P.E.K.K.A Dark Prince
Mini P.E.K.K.A Hunter P.E.K.K.A Guards Dark Prince
Arrows Mini P.E.K.K.A Dark Prince P.E.K.K.A
Arrows Guards Dark Prince Hunter
Hunter Arrows
Arrows Ice Golem P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A
Guards Ice Golem Mini P.E.K.K.A Dark Prince Hunter
Guards Arrows Ice Golem Dark Prince Hunter
Arrows Hunter
Mini P.E.K.K.A Hunter P.E.K.K.A Guards Dark Prince
Arrows Mini P.E.K.K.A Guards Dark Prince Hunter P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter P.E.K.K.A
Arrows Mini P.E.K.K.A Dark Prince Hunter P.E.K.K.A
Arrows Guards Dark Prince Hunter
Arrows Hunter Ice Golem Guards Dark Prince
Mini P.E.K.K.A P.E.K.K.A Hunter
Dark Prince Arrows Mini P.E.K.K.A Guards Hunter 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 Guards Ice Golem Dark Prince P.E.K.K.A
Arrows Ice Golem Mini P.E.K.K.A Hunter
Guards P.E.K.K.A Ice Golem Mini P.E.K.K.A Dark Prince Hunter
Mini P.E.K.K.A Guards Dark Prince Hunter P.E.K.K.A Ice Golem
P.E.K.K.A Mini P.E.K.K.A Guards Dark Prince Hunter
Arrows Ice Golem Hunter
Mini P.E.K.K.A Guards Dark Prince P.E.K.K.A Ice Golem Hunter
Mini P.E.K.K.A P.E.K.K.A Dark Prince Hunter
P.E.K.K.A Ice Golem Mini P.E.K.K.A Dark Prince
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards Dark Prince Hunter
P.E.K.K.A Arrows Guards Dark Prince
Mini P.E.K.K.A Dark Prince P.E.K.K.A Ice Golem Guards Hunter
Guards Ice Golem Mini P.E.K.K.A Dark Prince Hunter P.E.K.K.A
Arrows Ice Golem Mini P.E.K.K.A Dark Prince Hunter 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.)

Arrows Ice Golem Guards
Arrows
Arrows
Arrows Ice Golem Guards Dark Prince
Arrows Dark Prince
Arrows Ice Golem Hunter
Arrows
Arrows Ice Golem Hunter
Arrows
Mini P.E.K.K.A Guards
Arrows Dark Prince
Arrows
Ice Golem Hunter
Arrows
Arrows Ice Golem
Arrows Hunter
Arrows
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Dark Prince Hunter
Arrows
Arrows
Arrows
Arrows Ice Golem Dark Prince Hunter
Arrows Hunter
Arrows
Arrows
Arrows Ice Golem Hunter
Guards
Mini P.E.K.K.A
Arrows Hunter
Arrows
P.E.K.K.A
Arrows
Guards Dark Prince
Arrows Hunter
Arrows
Mini P.E.K.K.A Dark Prince Hunter
Arrows Ice Golem
Arrows
Dark Prince P.E.K.K.A
Guards
Dark Prince

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