My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Skeletons Ice Spirit Bats Wizard P.E.K.K.A Fisherman

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 Tornado

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard Tornado

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 Bats Tornado 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 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.

Skeletons Ice Spirit Bats Zap Tornado Fisherman Wizard P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bats Zap

Attack Synergies 6 8

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.

Skeletons
Ice Spirit
Zap P.E.K.K.A Bats Fisherman
Bats
Ice Spirit Zap P.E.K.K.A Fisherman
Zap
Ice Spirit Tornado P.E.K.K.A Bats Fisherman
Wizard
Tornado P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Tornado Bats Wizard Fisherman
Fisherman
Ice Spirit Bats Zap P.E.K.K.A

Defense Synergies 4 19

Skeletons
Fisherman Ice Spirit Bats Zap Wizard Tornado P.E.K.K.A
Ice Spirit
Zap Skeletons Bats Wizard Tornado P.E.K.K.A Fisherman
Bats
Skeletons Ice Spirit Zap P.E.K.K.A Fisherman
Zap
Ice Spirit Skeletons Bats Tornado P.E.K.K.A Fisherman
Wizard
Tornado Skeletons Ice Spirit P.E.K.K.A
Tornado
Wizard P.E.K.K.A Skeletons Ice Spirit Zap
P.E.K.K.A
Tornado Skeletons Ice Spirit Bats Zap Wizard Fisherman
Fisherman
Skeletons Ice Spirit Bats Zap 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 Wizard
P.E.K.K.A Skeletons Ice Spirit Bats Zap Fisherman
Tornado P.E.K.K.A Fisherman Skeletons Bats
P.E.K.K.A Skeletons Bats Fisherman
Tornado P.E.K.K.A
Tornado Skeletons Bats Zap
Bats Tornado Ice Spirit Zap Wizard
Zap P.E.K.K.A
P.E.K.K.A Skeletons Tornado Fisherman
Tornado Skeletons Ice Spirit Fisherman
Bats Skeletons Zap Wizard Tornado Fisherman
Bats Zap Wizard Tornado
P.E.K.K.A Skeletons Ice Spirit Bats Zap Wizard
Wizard Ice Spirit Bats Zap Tornado P.E.K.K.A
P.E.K.K.A
Tornado Ice Spirit Zap P.E.K.K.A Fisherman
Wizard Skeletons Bats Tornado P.E.K.K.A Fisherman
Ice Spirit Bats Zap Wizard Tornado Fisherman
Zap Wizard Tornado Ice Spirit Bats Fisherman
P.E.K.K.A Tornado Fisherman
Wizard Bats P.E.K.K.A Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Fisherman
Zap Wizard Fisherman
P.E.K.K.A Skeletons Ice Spirit Bats Zap Fisherman
P.E.K.K.A Bats Zap Tornado Fisherman
P.E.K.K.A Skeletons Fisherman
Wizard Skeletons Ice Spirit Bats Zap Tornado
P.E.K.K.A Skeletons Bats
P.E.K.K.A Fisherman
Zap P.E.K.K.A Skeletons Ice Spirit Bats Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons Wizard
Wizard
Skeletons Ice Spirit Bats Zap Tornado P.E.K.K.A Fisherman
Bats Zap 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.)

Zap Tornado Fisherman
Wizard Zap
Wizard Ice Spirit Bats Zap Tornado
Wizard Tornado
Ice Spirit Zap Wizard Tornado
Zap Wizard Tornado Fisherman
Bats Tornado Fisherman
Zap Wizard Tornado Fisherman
Zap Wizard Tornado
Fisherman
Fisherman
Zap Fisherman
Zap Wizard
Wizard
Tornado
Bats Fisherman
Zap Wizard Fisherman
Zap Wizard Tornado
Wizard Tornado
Tornado Fisherman
Zap
Zap Tornado Ice Spirit Wizard
Fisherman
Zap Wizard Tornado Fisherman
Zap Wizard Tornado Fisherman
Zap Tornado Fisherman
Bats Zap Wizard Tornado
Zap Ice Spirit Bats Wizard
Zap Wizard
Zap Ice Spirit
P.E.K.K.A
Wizard
Zap Ice Spirit Bats
Zap Wizard Tornado
Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Ice Spirit Bats Tornado
Bats Zap Tornado
Zap Tornado
P.E.K.K.A
Wizard

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