My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 Bats Wizard P.E.K.K.A Bandit

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 Arrows

Punishments

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

Bandit

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 Barbarians P.E.K.K.A Bandit

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows 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 Bats Arrows 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 Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Arrows Bandit Barbarians Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats Zap Arrows

Attack Synergies 5 10

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 Bats Barbarians Bandit
Bats
Ice Spirit Zap P.E.K.K.A Bandit
Zap
Ice Spirit Arrows P.E.K.K.A Bats Bandit
Arrows
Zap P.E.K.K.A Bandit
Barbarians
Ice Spirit
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Ice Spirit Zap Arrows Bats Wizard
Bandit
Ice Spirit Bats Zap Arrows Wizard

Defense Synergies 1 17

Ice Spirit
Zap Bats Barbarians Wizard P.E.K.K.A Bandit
Bats
Ice Spirit Zap P.E.K.K.A Bandit
Zap
Ice Spirit Bats Arrows Barbarians P.E.K.K.A Bandit
Arrows
Zap Barbarians P.E.K.K.A Bandit
Barbarians
Ice Spirit Zap Arrows
Wizard
Ice Spirit P.E.K.K.A Bandit
P.E.K.K.A
Ice Spirit Bats Zap Arrows Wizard
Bandit
Ice Spirit Bats Zap Arrows 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.

Zap Wizard
Barbarians P.E.K.K.A Ice Spirit Bats Zap Bandit
Barbarians P.E.K.K.A Bats Bandit
Barbarians P.E.K.K.A Bats Bandit
Arrows Barbarians P.E.K.K.A
Arrows Bats Zap Bandit
Bats Ice Spirit Zap Arrows Wizard
Zap Arrows Barbarians P.E.K.K.A Bandit
Barbarians P.E.K.K.A
Ice Spirit Barbarians Bandit
Bats Barbarians Zap Arrows Wizard Bandit
Arrows Bats Zap Wizard
Barbarians P.E.K.K.A Ice Spirit Bats Zap Wizard Bandit
Wizard Ice Spirit Bats Zap Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Bandit
Barbarians Ice Spirit Zap P.E.K.K.A Bandit
Barbarians Wizard Bats Arrows P.E.K.K.A
Ice Spirit Arrows Bats Zap Barbarians Wizard Bandit
Zap Arrows Wizard Ice Spirit Bats Barbarians Bandit
Barbarians P.E.K.K.A
Wizard Bats Arrows Barbarians P.E.K.K.A Bandit
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Zap P.E.K.K.A Bandit
Bandit Zap Arrows Wizard
Barbarians P.E.K.K.A Bandit Ice Spirit Bats Zap
P.E.K.K.A Bats Zap Barbarians Bandit
Barbarians P.E.K.K.A Bandit
Arrows Wizard Ice Spirit Bats Zap
P.E.K.K.A Bats Barbarians Bandit
P.E.K.K.A Barbarians
Zap P.E.K.K.A Ice Spirit Bats Barbarians Bandit
P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians
P.E.K.K.A Zap Arrows Barbarians
Barbarians P.E.K.K.A Wizard Bandit
Wizard Barbarians
Barbarians Ice Spirit Bats Zap P.E.K.K.A
Bats Arrows Zap Barbarians Wizard P.E.K.K.A
Zap Arrows

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 Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows Barbarians
Wizard Zap Arrows
Arrows Wizard Ice Spirit Bats Zap
Arrows Wizard
Arrows Ice Spirit Zap Wizard
Arrows Zap Wizard Bandit
Bats
Zap Arrows Wizard Bandit
Zap Arrows Wizard
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Bats
Zap Arrows Wizard Bandit
Zap Arrows Wizard
Arrows Wizard
Zap Arrows Barbarians
Zap Arrows Ice Spirit Wizard
Arrows Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Bandit
Bats Zap Arrows Wizard
Zap Ice Spirit Bats Wizard
Zap Arrows Wizard Bandit
Zap Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard
Zap Ice Spirit Bats Barbarians Bandit
Zap Arrows Wizard
Arrows
Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Ice Spirit Bats
Bats Zap
Zap Bandit
P.E.K.K.A
Wizard

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