My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Similar decks

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 Battle Ram 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.

Battle Ram

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram Bandit

Pump responses

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

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 Battle Ram 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
Battle Ram Guards Bandit
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards Bandit
Barbarian Barrel
Ice Spirit Battle Ram Wizard Guards Bandit
The Log
Ice Spirit Battle Ram Guards Bandit
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Battle Ram Wizard Guards P.E.K.K.A Bandit
Fireball
Battle Ram Wizard Bandit
Poison
Wizard Guards
Lightning
Battle Ram Wizard Bandit
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 Fireball 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 Arrows Battle Ram Guards 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Arrows Guards Bandit Fireball Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Arrows Guards Bandit

Attack Synergies 5 9

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
Battle Ram P.E.K.K.A Guards Bandit
Arrows
Fireball P.E.K.K.A Battle Ram Bandit
Fireball
Arrows Battle Ram
Battle Ram
Ice Spirit Bandit Arrows Fireball P.E.K.K.A
Wizard
P.E.K.K.A Bandit
Guards
Ice Spirit Bandit
P.E.K.K.A
Ice Spirit Arrows Battle Ram Wizard
Bandit
Battle Ram Ice Spirit Arrows Wizard Guards

Defense Synergies 0 12

Ice Spirit
Fireball Wizard Guards P.E.K.K.A Bandit
Arrows
Fireball P.E.K.K.A Bandit
Fireball
Ice Spirit Arrows Bandit
Battle Ram
Wizard
Ice Spirit Guards P.E.K.K.A Bandit
Guards
Ice Spirit Wizard
P.E.K.K.A
Ice Spirit Arrows Wizard
Bandit
Ice Spirit Arrows Fireball 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.

Fireball Wizard
P.E.K.K.A Ice Spirit Bandit
P.E.K.K.A Bandit
P.E.K.K.A Guards Bandit
Arrows Fireball P.E.K.K.A
Arrows Fireball Guards Bandit
Ice Spirit Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A
Guards Ice Spirit Bandit
Guards Arrows Fireball Wizard Bandit
Arrows Fireball Wizard
P.E.K.K.A Ice Spirit Fireball Wizard Guards Bandit
Fireball Wizard Ice Spirit Arrows Guards P.E.K.K.A
P.E.K.K.A Bandit
Ice Spirit Fireball P.E.K.K.A Bandit
Wizard Arrows Fireball P.E.K.K.A
Ice Spirit Arrows Fireball Wizard Guards Bandit
Arrows Wizard Ice Spirit Fireball Guards Bandit
P.E.K.K.A
Wizard Arrows Fireball Guards 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.

Guards Fireball P.E.K.K.A Bandit
Fireball Bandit Arrows Wizard
Guards P.E.K.K.A Bandit Ice Spirit
Guards P.E.K.K.A Fireball Bandit
P.E.K.K.A Guards Bandit
Arrows Fireball Wizard Ice Spirit
Guards P.E.K.K.A Fireball Bandit
P.E.K.K.A
P.E.K.K.A Ice Spirit Fireball Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Fireball Wizard Guards Bandit
Wizard Fireball
Guards Ice Spirit Fireball P.E.K.K.A
Arrows Fireball Wizard P.E.K.K.A
Arrows 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.)

Fireball Arrows Guards Bandit
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball Guards
Fireball Wizard Arrows
Arrows Fireball Wizard Ice Spirit
Arrows Wizard
Arrows Fireball Ice Spirit Wizard
Arrows Fireball Wizard Bandit
Fireball Guards
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard Bandit
Arrows Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Ice Spirit Fireball Wizard
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard Bandit
Fireball Arrows Bandit
Arrows Fireball Wizard
Ice Spirit Fireball Wizard Guards
Fireball
Arrows Fireball Wizard Bandit
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Ice Spirit Fireball Guards Bandit
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Ice Spirit Fireball Guards
Fireball
Fireball Bandit
P.E.K.K.A
Fireball Wizard

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