My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 Wizard P.E.K.K.A

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.

Arrows Earthquake Fireball The Log

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Ice Spirit P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Earthquake Fireball Wizard The Log

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 Arrows 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.

Fireball

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 Fireball 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.

Ice Spirit The Log Arrows Cannon Earthquake Fireball Wizard P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Cannon

Attack Synergies 3 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
P.E.K.K.A
Arrows
Fireball P.E.K.K.A Earthquake
Cannon
Earthquake
Arrows Fireball P.E.K.K.A The Log
Fireball
Arrows Earthquake The Log
Wizard
P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Earthquake Wizard The Log
The Log
Earthquake Fireball P.E.K.K.A

Defense Synergies 3 16

Ice Spirit
Cannon Earthquake Fireball Wizard P.E.K.K.A The Log
Arrows
Cannon Fireball P.E.K.K.A
Cannon
The Log Ice Spirit Arrows Earthquake Fireball Wizard
Earthquake
Ice Spirit Cannon Fireball The Log
Fireball
The Log Ice Spirit Arrows Cannon Earthquake
Wizard
Ice Spirit Cannon P.E.K.K.A The Log
P.E.K.K.A
The Log Ice Spirit Arrows Wizard
The Log
Cannon Fireball P.E.K.K.A Ice Spirit Earthquake Wizard

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.

Earthquake Cannon Fireball Wizard The Log
P.E.K.K.A Ice Spirit Cannon The Log
Cannon P.E.K.K.A
Cannon P.E.K.K.A
Arrows Earthquake Fireball P.E.K.K.A The Log
Arrows Fireball The Log Cannon Earthquake
Ice Spirit Arrows Cannon Fireball Wizard
Earthquake Arrows Cannon Fireball P.E.K.K.A The Log
Cannon P.E.K.K.A
Ice Spirit Cannon
Arrows Cannon Earthquake Fireball Wizard The Log
Arrows Fireball Wizard
Cannon P.E.K.K.A Ice Spirit Earthquake Fireball Wizard The Log
Fireball Wizard Ice Spirit Arrows Cannon Earthquake P.E.K.K.A The Log
P.E.K.K.A Cannon
Ice Spirit Cannon Fireball P.E.K.K.A The Log
Wizard Arrows Cannon Fireball P.E.K.K.A
Ice Spirit Arrows Cannon Fireball Wizard The Log
Arrows Earthquake Wizard The Log Ice Spirit Cannon Fireball
P.E.K.K.A Cannon
Wizard Arrows Cannon Earthquake Fireball P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Fireball P.E.K.K.A
Fireball Arrows Wizard The Log
P.E.K.K.A Ice Spirit The Log
P.E.K.K.A Fireball The Log
P.E.K.K.A Cannon
Arrows Fireball Wizard Ice Spirit
P.E.K.K.A Fireball
P.E.K.K.A
P.E.K.K.A Ice Spirit Fireball The Log
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Arrows Fireball The Log
P.E.K.K.A Cannon Fireball Wizard
Wizard Cannon Fireball
Ice Spirit Fireball P.E.K.K.A The Log
Arrows Cannon Earthquake Fireball Wizard P.E.K.K.A The Log
Arrows Cannon Fireball

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.)

Earthquake Fireball Arrows The Log
Arrows Fireball The Log
Earthquake Arrows Fireball The Log
Earthquake Arrows Fireball The Log
Fireball Wizard Arrows Earthquake The Log
Arrows Fireball Wizard Ice Spirit
Arrows Earthquake Wizard The Log
Arrows Earthquake Fireball The Log Ice Spirit Wizard
Arrows Fireball The Log Wizard
Fireball
Arrows Earthquake Fireball Wizard The Log
Fireball Arrows Wizard
Earthquake Fireball The Log
Earthquake Arrows Fireball
Earthquake Arrows Fireball The Log
Earthquake Arrows Fireball Wizard The Log
Earthquake Arrows Fireball Wizard The Log
Arrows Earthquake Fireball
Arrows Earthquake Fireball Wizard The Log
Arrows Earthquake Fireball Wizard The Log
Earthquake Fireball The Log
Arrows Fireball Wizard
The Log
Earthquake Arrows Fireball The Log
Arrows Earthquake The Log Ice Spirit Fireball Wizard
Arrows Fireball The Log Earthquake Wizard
Fireball Arrows Wizard The Log
Fireball Arrows The Log
Arrows Fireball Wizard
Ice Spirit Fireball Wizard
Fireball
Arrows Earthquake Fireball Wizard The Log
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Earthquake Fireball Wizard The Log
Earthquake Ice Spirit Fireball
Fireball Arrows Wizard
Arrows The Log Fireball
Fireball Wizard
Arrows The Log Earthquake Fireball Wizard
Arrows Fireball
P.E.K.K.A
Ice Spirit Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball Wizard

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