My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 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.

Ice 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 Bowler P.E.K.K.A Ice Wizard Goblinstein

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

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.

Graveyard

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 Graveyard
Giant Snowball
Skeletons Graveyard
Zap
Skeletons Graveyard
Barbarian Barrel
Skeletons Ice Wizard Graveyard
The Log
Skeletons Graveyard
Earthquake
Skeletons Graveyard
Arrows
Skeletons Graveyard
Royal Delivery
Skeletons Bowler P.E.K.K.A Ice Wizard Graveyard
Fireball
Bowler Ice Wizard
Poison
Ice Wizard Graveyard
Lightning
Bowler Ice Wizard Goblinstein
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Bowler Ice 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.

Arrows Tornado Bowler P.E.K.K.A Ice Wizard

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.

Graveyard

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Tornado Ice Wizard Bowler Graveyard Goblinstein P.E.K.K.A

Shortest cycle

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

10 Skeletons Arrows Tornado Ice Wizard

Attack Synergies 4 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
Arrows
P.E.K.K.A Graveyard Bowler
Tornado
P.E.K.K.A Bowler Ice Wizard Graveyard
Bowler
Graveyard Arrows Tornado Ice Wizard
P.E.K.K.A
Arrows Tornado Ice Wizard Graveyard
Ice Wizard
Tornado Bowler P.E.K.K.A Graveyard
Graveyard
Arrows Bowler Tornado P.E.K.K.A Ice Wizard
Goblinstein

Defense Synergies 3 10

Skeletons
Tornado Bowler P.E.K.K.A Ice Wizard
Arrows
Tornado Bowler P.E.K.K.A Ice Wizard
Tornado
Bowler P.E.K.K.A Ice Wizard Skeletons Arrows
Bowler
Tornado Skeletons Arrows Ice Wizard
P.E.K.K.A
Tornado Skeletons Arrows Ice Wizard
Ice Wizard
Tornado Skeletons Arrows Bowler P.E.K.K.A
Graveyard
Goblinstein

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.

Bowler
P.E.K.K.A Skeletons Ice Wizard
Tornado Bowler P.E.K.K.A Skeletons Ice Wizard
P.E.K.K.A Skeletons Bowler Ice Wizard
Arrows Tornado Bowler P.E.K.K.A
Arrows Tornado Bowler Skeletons Ice Wizard
Tornado Arrows Ice Wizard
Bowler Arrows P.E.K.K.A
P.E.K.K.A Skeletons Tornado Ice Wizard
Tornado Skeletons Bowler Ice Wizard
Ice Wizard Skeletons Arrows Tornado Bowler
Arrows Tornado Ice Wizard
Bowler P.E.K.K.A Skeletons Ice Wizard
Bowler Arrows Tornado P.E.K.K.A
P.E.K.K.A
Tornado Bowler P.E.K.K.A
Skeletons Arrows Tornado Bowler P.E.K.K.A
Arrows Tornado Bowler Ice Wizard
Arrows Tornado Bowler Ice Wizard
P.E.K.K.A Tornado
Bowler Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Bowler P.E.K.K.A
Arrows Bowler
P.E.K.K.A Skeletons Bowler
Bowler P.E.K.K.A Tornado
P.E.K.K.A Skeletons Bowler
Arrows Skeletons Tornado Ice Wizard
P.E.K.K.A Skeletons Bowler Ice Wizard
P.E.K.K.A
P.E.K.K.A Skeletons Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bowler
P.E.K.K.A Arrows Tornado Bowler
Bowler P.E.K.K.A Skeletons
Bowler
Skeletons Tornado Bowler P.E.K.K.A
Arrows Bowler P.E.K.K.A Ice Wizard
Arrows Ice 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.)

Arrows
Arrows Tornado Bowler Ice Wizard
Arrows
Arrows
Arrows Bowler
Arrows Tornado Ice Wizard
Arrows Tornado Bowler
Arrows Tornado Bowler Ice Wizard
Arrows Tornado
Tornado Bowler
Arrows Tornado Bowler
Arrows Tornado
Bowler
Arrows
Arrows
Arrows Bowler
Arrows Bowler
Arrows Tornado
Arrows Bowler
Arrows Tornado Bowler
Bowler
Arrows Tornado
Tornado Bowler
Arrows
Arrows Tornado Bowler Ice Wizard
Arrows Tornado Bowler Ice Wizard
Arrows Tornado Bowler
Arrows Tornado
Arrows Tornado Ice Wizard
Bowler
Arrows
Arrows
P.E.K.K.A
Arrows Bowler
Arrows Tornado Ice Wizard
Arrows
Bowler
Arrows Bowler
Arrows Tornado
P.E.K.K.A
Tornado Bowler
Tornado
Tornado Bowler
P.E.K.K.A
Bowler

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