My Best Clash Royale Deck

Deck Check Rating

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

2 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Baby Dragon Witch

Defensive buildings

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

Cannon

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 Knight Baby Dragon Witch Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Missing

Punishments

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

Hog Rider Balloon

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 Knight Hog Rider Baby Dragon Balloon 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.

Hog Rider Balloon

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
Hog Rider Balloon
Giant Snowball
Cannon Hog Rider Baby Dragon Witch Balloon
Zap
Cannon Witch Balloon
Barbarian Barrel
Ice Spirit Knight Cannon Witch
The Log
Ice Spirit Cannon Hog Rider Witch
Earthquake
Cannon Hog Rider Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Knight Hog Rider Baby Dragon Witch Balloon P.E.K.K.A
Fireball
Cannon Hog Rider Baby Dragon Witch Balloon
Poison
Cannon Witch Balloon
Lightning
Knight Cannon Baby Dragon Witch Balloon
Rocket
Hog Rider Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Baby Dragon

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 Knight Baby Dragon 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 Spirit Witch

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.

Ice Spirit Knight Cannon Hog Rider Baby Dragon Witch Balloon P.E.K.K.A

Shortest cycle

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

11 Ice Spirit Knight Cannon Hog Rider

Attack Synergies 7 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.

Ice Spirit
Knight Hog Rider Balloon P.E.K.K.A Baby Dragon Witch
Knight
Ice Spirit Hog Rider Baby Dragon Balloon Witch
Cannon
Hog Rider
Ice Spirit Knight Baby Dragon Witch Balloon
Baby Dragon
Knight Ice Spirit Hog Rider Witch Balloon P.E.K.K.A
Witch
Ice Spirit Knight Hog Rider Baby Dragon P.E.K.K.A
Balloon
Ice Spirit Knight Hog Rider Baby Dragon
P.E.K.K.A
Ice Spirit Baby Dragon Witch

Defense Synergies 1 11

Ice Spirit
Knight Cannon Baby Dragon Witch P.E.K.K.A
Knight
Cannon Ice Spirit Baby Dragon Witch
Cannon
Knight Ice Spirit Baby Dragon Witch
Hog Rider
Baby Dragon
Ice Spirit Knight Cannon Witch P.E.K.K.A
Witch
Ice Spirit Knight Cannon Baby Dragon
Balloon
P.E.K.K.A
Ice Spirit 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.

Knight Cannon Baby Dragon
P.E.K.K.A Ice Spirit Knight Cannon Witch
Cannon Witch P.E.K.K.A Knight
Cannon Witch P.E.K.K.A Knight
P.E.K.K.A
Cannon Baby Dragon
Ice Spirit Cannon Baby Dragon Witch
Cannon Baby Dragon P.E.K.K.A
Cannon Witch P.E.K.K.A
Knight Ice Spirit Cannon
Witch Knight Cannon Baby Dragon
Baby Dragon Witch
Cannon P.E.K.K.A Ice Spirit Knight Witch
Ice Spirit Cannon Baby Dragon Witch P.E.K.K.A
P.E.K.K.A Knight Cannon
Ice Spirit Cannon P.E.K.K.A
Knight Cannon Witch P.E.K.K.A
Ice Spirit Cannon Knight Baby Dragon Witch
Baby Dragon Witch Ice Spirit Knight Cannon
P.E.K.K.A Cannon
Knight Cannon Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Witch P.E.K.K.A
Knight Baby Dragon
P.E.K.K.A Ice Spirit Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Cannon Witch
Ice Spirit Baby Dragon Witch
P.E.K.K.A Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Ice Spirit Knight Baby Dragon Witch
Witch P.E.K.K.A Cannon
P.E.K.K.A Knight Witch
P.E.K.K.A
P.E.K.K.A Knight Cannon Witch
Cannon Baby Dragon Witch
Witch Ice Spirit Knight Baby Dragon P.E.K.K.A
Cannon Baby Dragon Witch P.E.K.K.A
Cannon

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.)

Knight Baby Dragon
Baby Dragon
Baby Dragon
Knight
Baby Dragon
Ice Spirit Baby Dragon Witch
Baby Dragon Witch
Ice Spirit Baby Dragon
Knight
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon
Baby Dragon
Ice Spirit Baby Dragon Witch
Witch
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon Witch
Ice Spirit Witch
Ice Spirit
P.E.K.K.A
Ice Spirit Witch
Baby Dragon Witch
Knight Baby Dragon
Baby Dragon
P.E.K.K.A
Ice Spirit Baby Dragon Witch
Witch
Baby Dragon Witch
P.E.K.K.A

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