My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minions

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

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Earthquake

Punishments

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

Mini P.E.K.K.A Hog Rider

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Spirit Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A Hog Rider

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
Minions Hog Rider Skeleton Army
Giant Snowball
Minions Cannon Hog Rider Skeleton Army
Zap
Minions Cannon Skeleton Army
Barbarian Barrel
Ice Spirit Cannon Skeleton Army
The Log
Ice Spirit Cannon Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Ice Spirit Minions Skeleton Army
Royal Delivery
Ice Spirit Minions Mini P.E.K.K.A Hog Rider Skeleton Army
Fireball
Minions Cannon Hog Rider Skeleton Army
Poison
Minions Cannon Skeleton Army
Lightning
Cannon Mini P.E.K.K.A
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Earthquake

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 Mini P.E.K.K.A Skeleton Army

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.

Skeleton Army

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 Minions

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 Zap Minions Cannon Earthquake Skeleton Army Mini P.E.K.K.A Hog Rider

Shortest cycle

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

9 Ice Spirit Zap Minions Cannon

Attack Synergies 7 6

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 Minions Hog Rider Mini P.E.K.K.A
Zap
Ice Spirit Earthquake Hog Rider Minions Mini P.E.K.K.A
Minions
Ice Spirit Hog Rider Zap Mini P.E.K.K.A
Cannon
Earthquake
Zap Hog Rider Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap Minions Earthquake Hog Rider
Hog Rider
Ice Spirit Zap Minions Earthquake Mini P.E.K.K.A
Skeleton Army

Defense Synergies 4 13

Ice Spirit
Zap Mini P.E.K.K.A Minions Cannon Earthquake Skeleton Army
Zap
Ice Spirit Cannon Mini P.E.K.K.A Minions Earthquake Skeleton Army
Minions
Ice Spirit Zap Cannon
Cannon
Zap Ice Spirit Minions Earthquake Mini P.E.K.K.A Skeleton Army
Earthquake
Ice Spirit Zap Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap Cannon Earthquake Skeleton Army
Hog Rider
Skeleton Army
Ice Spirit Zap Cannon Mini 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.

Earthquake Zap Minions Cannon
Mini P.E.K.K.A Skeleton Army Ice Spirit Zap Minions Cannon
Cannon Mini P.E.K.K.A Skeleton Army Minions
Cannon Mini P.E.K.K.A Skeleton Army Minions
Earthquake Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Minions Cannon Earthquake
Minions Ice Spirit Zap Cannon
Earthquake Zap Cannon
Cannon Mini P.E.K.K.A Minions Skeleton Army
Skeleton Army Ice Spirit Cannon Mini P.E.K.K.A
Minions Skeleton Army Zap Cannon Earthquake
Minions Zap
Cannon Mini P.E.K.K.A Skeleton Army Ice Spirit Zap Minions Earthquake
Skeleton Army Ice Spirit Zap Minions Cannon Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Cannon
Skeleton Army Ice Spirit Zap Cannon Mini P.E.K.K.A
Minions Cannon Mini P.E.K.K.A Skeleton Army
Ice Spirit Cannon Zap Minions Skeleton Army
Zap Earthquake Ice Spirit Minions Cannon
Mini P.E.K.K.A Cannon
Skeleton Army Minions Cannon Earthquake Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap
Zap Mini P.E.K.K.A
Skeleton Army Ice Spirit Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Zap
Cannon Mini P.E.K.K.A Skeleton Army
Ice Spirit Zap Minions
Mini P.E.K.K.A Skeleton Army Minions
Mini P.E.K.K.A Skeleton Army
Zap Ice Spirit Minions Mini P.E.K.K.A Skeleton Army
Cannon Skeleton Army
Minions Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Cannon
Cannon Skeleton Army
Skeleton Army Ice Spirit Zap Minions Mini P.E.K.K.A
Minions Zap Cannon Earthquake Mini P.E.K.K.A
Zap Cannon

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
Zap
Earthquake
Earthquake
Zap Earthquake
Ice Spirit Zap Minions
Earthquake
Earthquake Ice Spirit Zap
Zap
Minions Mini P.E.K.K.A
Zap Earthquake
Zap
Earthquake
Earthquake Minions
Earthquake Zap
Earthquake Zap
Earthquake
Earthquake
Minions Mini P.E.K.K.A
Zap Earthquake Mini P.E.K.K.A
Zap Earthquake
Minions Earthquake
Earthquake Zap
Zap Earthquake Ice Spirit
Zap Earthquake
Zap
Zap
Zap
Zap Ice Spirit Minions
Mini P.E.K.K.A
Zap Earthquake
Zap Ice Spirit
Earthquake
Zap Earthquake Ice Spirit Minions Skeleton Army
Zap
Mini P.E.K.K.A
Zap Earthquake
Zap
Zap Ice Spirit Minions
Zap
Zap

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