My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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.

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 Royal Recruits Wizard P.E.K.K.A Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Royal Recruits

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 Royal Recruits 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.

Monk

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 Recruits Skeleton Army
Giant Snowball
Royal Recruits Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Ice Spirit Royal Recruits Wizard Skeleton Army
The Log
Ice Spirit Royal Recruits Skeleton Army
Earthquake
Skeleton Army
Arrows
Ice Spirit Royal Recruits Skeleton Army
Royal Delivery
Ice Spirit Royal Recruits Wizard Skeleton Army P.E.K.K.A
Fireball
Wizard Skeleton Army
Poison
Royal Recruits Wizard Skeleton Army
Lightning
Wizard Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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.

Ice Spirit Royal Recruits Rage Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Rage Skeleton Army Wizard Monk Royal Recruits P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Zap Rage Skeleton Army

Attack Synergies 3 4

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 P.E.K.K.A Royal Recruits
Zap
Ice Spirit P.E.K.K.A Royal Recruits
Royal Recruits
Ice Spirit Zap
Wizard
Rage P.E.K.K.A
Rage
Wizard
Skeleton Army
P.E.K.K.A
Ice Spirit Zap Wizard
Monk

Defense Synergies 1 9

Ice Spirit
Zap Royal Recruits Wizard Skeleton Army P.E.K.K.A
Zap
Ice Spirit Skeleton Army P.E.K.K.A
Royal Recruits
Ice Spirit Skeleton Army
Wizard
Ice Spirit Skeleton Army P.E.K.K.A
Rage
Skeleton Army
Ice Spirit Zap Royal Recruits Wizard
P.E.K.K.A
Ice Spirit Zap Wizard
Monk

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 Royal Recruits Wizard
Skeleton Army P.E.K.K.A Ice Spirit Zap Royal Recruits Monk
Skeleton Army P.E.K.K.A Royal Recruits
Royal Recruits Skeleton Army P.E.K.K.A Monk
Royal Recruits Skeleton Army P.E.K.K.A Monk
Skeleton Army Zap
Ice Spirit Zap Wizard
Zap Royal Recruits P.E.K.K.A Monk
P.E.K.K.A Royal Recruits Skeleton Army
Skeleton Army Ice Spirit Royal Recruits
Skeleton Army Zap Royal Recruits Wizard
Zap Wizard
Royal Recruits Skeleton Army P.E.K.K.A Ice Spirit Zap Wizard
Wizard Skeleton Army Ice Spirit Zap Royal Recruits P.E.K.K.A
Royal Recruits Skeleton Army P.E.K.K.A
Skeleton Army Monk Ice Spirit Zap Royal Recruits P.E.K.K.A
Wizard Royal Recruits Skeleton Army P.E.K.K.A
Ice Spirit Zap Royal Recruits Wizard Skeleton Army
Zap Wizard Ice Spirit Royal Recruits
P.E.K.K.A Royal Recruits
Royal Recruits Wizard Skeleton Army P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Zap P.E.K.K.A
Zap Wizard Monk
Royal Recruits Skeleton Army P.E.K.K.A Ice Spirit Zap
Royal Recruits Skeleton Army P.E.K.K.A Zap Monk
Royal Recruits P.E.K.K.A Skeleton Army
Wizard Ice Spirit Zap Monk
Royal Recruits Skeleton Army P.E.K.K.A
P.E.K.K.A Royal Recruits Skeleton Army
Zap Royal Recruits P.E.K.K.A Ice Spirit Skeleton Army Monk
Royal Recruits P.E.K.K.A Skeleton Army
P.E.K.K.A Royal Recruits
Royal Recruits Skeleton Army P.E.K.K.A Monk Zap
Royal Recruits Skeleton Army P.E.K.K.A Wizard
Royal Recruits Wizard Skeleton Army
Royal Recruits Skeleton Army Ice Spirit Zap P.E.K.K.A Monk
Zap Royal Recruits Wizard P.E.K.K.A
Zap

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.)

Royal Recruits Monk
Monk Zap
Royal Recruits
Wizard Zap
Wizard Ice Spirit Zap Monk
Wizard
Ice Spirit Zap Wizard
Monk Zap Wizard
Monk Zap Royal Recruits Wizard
Monk Zap Wizard
Monk
Zap
Zap Wizard
Royal Recruits Wizard
Monk
Zap Wizard Monk
Zap Wizard Monk
Monk
Wizard
Monk
Zap Royal Recruits Monk
Zap Ice Spirit Wizard
Zap Wizard Monk
Zap Wizard Monk
Zap
Zap Wizard
Zap Ice Spirit Wizard
Zap Wizard
Zap Ice Spirit Monk
P.E.K.K.A
Wizard Monk
Zap Ice Spirit Royal Recruits Skeleton Army
Zap Wizard Monk
Wizard
Zap Wizard
Monk Zap
Royal Recruits P.E.K.K.A
Zap Ice Spirit Royal Recruits
Zap
Zap Royal Recruits Monk
P.E.K.K.A
Wizard Monk

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