My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Ice Golem 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.

Bats Ice Golem 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

Damage spells

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

Zap Freeze

Punishments

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

Battle Ram

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Freeze

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.

Bats Ice Golem Battle Ram Freeze 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.

Minions Ice Golem 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Ice Golem Minions Battle Ram Freeze Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Zap Ice Golem Minions

Attack Synergies 6 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.

Bats
Ice Golem Zap Minions Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Electro Wizard Bats Minions Ice Golem Freeze
Minions
Bats Zap Ice Golem Battle Ram P.E.K.K.A
Ice Golem
Bats Battle Ram Zap Minions Electro Wizard
Battle Ram
Zap Ice Golem Bats Minions Freeze P.E.K.K.A Electro Wizard
Freeze
Zap Battle Ram
P.E.K.K.A
Zap Electro Wizard Bats Minions Battle Ram
Electro Wizard
Zap P.E.K.K.A Ice Golem Battle Ram

Defense Synergies 2 15

Bats
Zap Minions Ice Golem Freeze P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Minions Ice Golem P.E.K.K.A
Minions
Ice Golem Bats Zap Freeze P.E.K.K.A Electro Wizard
Ice Golem
Minions Bats Zap Electro Wizard
Battle Ram
Freeze
Bats Minions Electro Wizard
P.E.K.K.A
Bats Zap Minions Electro Wizard
Electro Wizard
Zap Bats Minions Ice Golem Freeze 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 Minions Ice Golem Electro Wizard
P.E.K.K.A Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Minions Freeze Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A
Freeze Bats Zap Minions Electro Wizard
Bats Minions Electro Wizard Zap Freeze
Zap Ice Golem P.E.K.K.A Electro Wizard
P.E.K.K.A Minions
Ice Golem Electro Wizard
Bats Minions Electro Wizard Zap Ice Golem Freeze
Minions Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Minions Freeze Electro Wizard
Bats Zap Minions Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Freeze P.E.K.K.A Electro Wizard
Bats Minions P.E.K.K.A Electro Wizard
Bats Zap Minions Electro Wizard
Zap Freeze Bats Minions Ice Golem Electro Wizard
P.E.K.K.A Electro Wizard
Bats Minions P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap Ice Golem P.E.K.K.A Electro Wizard
Electro Wizard Zap Ice Golem
P.E.K.K.A Bats Zap Minions Ice Golem Electro Wizard
P.E.K.K.A Bats Zap Ice Golem Electro Wizard
P.E.K.K.A
Bats Zap Minions Ice Golem Freeze Electro Wizard
P.E.K.K.A Bats Minions Ice Golem Electro Wizard
P.E.K.K.A
Zap Freeze P.E.K.K.A Electro Wizard Bats Minions Ice Golem
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Ice Golem
Electro Wizard Bats Zap Minions Ice Golem Freeze P.E.K.K.A
Bats Minions Zap Ice Golem Freeze P.E.K.K.A Electro Wizard
Zap 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.)

Ice Golem Freeze
Zap Electro Wizard
Ice Golem Freeze
Zap
Bats Zap Minions Ice Golem Freeze
Zap Ice Golem Freeze
Zap
Bats Minions Electro Wizard
Zap Electro Wizard
Zap
Ice Golem
Minions Freeze
Zap Ice Golem
Zap
Freeze
Bats Minions
Zap Electro Wizard
Zap
Minions
Zap
Zap Ice Golem Freeze
Zap Electro Wizard
Zap
Zap
Bats Zap Ice Golem Electro Wizard
Zap Electro Wizard Bats Minions Freeze
Zap
Zap Freeze Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Minions Freeze
Zap Electro Wizard
Freeze
Electro Wizard
Zap Ice Golem
Zap
P.E.K.K.A
Zap Bats Minions Freeze Electro Wizard
Bats Zap Electro Wizard
Zap Freeze Electro Wizard
P.E.K.K.A

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