My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ram Rider

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 Wizard P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap The Log

Punishments

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

Ram Rider

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 Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard The Log

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 Skeleton Army 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.

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 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 Zap The Log Cannon Skeleton Army Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Zap The Log Cannon

Attack Synergies 4 7

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 Ram Rider
Zap
Ice Spirit P.E.K.K.A Ram Rider The Log
Cannon
Wizard
P.E.K.K.A Ram Rider
Skeleton Army
P.E.K.K.A
Ice Spirit Zap Wizard The Log Ram Rider
The Log
Zap P.E.K.K.A Ram Rider
Ram Rider
Zap Ice Spirit Wizard P.E.K.K.A The Log

Defense Synergies 4 17

Ice Spirit
Zap Cannon Wizard Skeleton Army P.E.K.K.A The Log Ram Rider
Zap
Ice Spirit Cannon Skeleton Army P.E.K.K.A The Log Ram Rider
Cannon
Zap The Log Ice Spirit Wizard Skeleton Army
Wizard
Ice Spirit Cannon Skeleton Army P.E.K.K.A The Log
Skeleton Army
Ice Spirit Zap Cannon Wizard The Log
P.E.K.K.A
The Log Ice Spirit Zap Wizard
The Log
Cannon P.E.K.K.A Ice Spirit Zap Wizard Skeleton Army Ram Rider
Ram Rider
Ice Spirit Zap The Log

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 Cannon Wizard The Log Ram Rider
Skeleton Army P.E.K.K.A Ice Spirit Zap Cannon The Log Ram Rider
Cannon Skeleton Army P.E.K.K.A Ram Rider
Cannon Skeleton Army P.E.K.K.A Ram Rider
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zap Cannon
Ram Rider Ice Spirit Zap Cannon Wizard
Zap Cannon P.E.K.K.A The Log Ram Rider
Cannon P.E.K.K.A Skeleton Army
Skeleton Army Ice Spirit Cannon
Skeleton Army Zap Cannon Wizard The Log Ram Rider
Zap Wizard Ram Rider
Cannon Skeleton Army P.E.K.K.A Ice Spirit Zap Wizard The Log Ram Rider
Wizard Skeleton Army Ice Spirit Zap Cannon P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Cannon Ram Rider
Skeleton Army Ice Spirit Zap Cannon P.E.K.K.A The Log Ram Rider
Wizard Cannon Skeleton Army P.E.K.K.A
Ice Spirit Cannon Zap Wizard Skeleton Army The Log Ram Rider
Zap Wizard The Log Ice Spirit Cannon Ram Rider
P.E.K.K.A Cannon Ram Rider
Wizard Skeleton Army Cannon P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Wizard The Log
Skeleton Army P.E.K.K.A Ice Spirit Zap The Log Ram Rider
Skeleton Army P.E.K.K.A Zap The Log Ram Rider
P.E.K.K.A Cannon Skeleton Army Ram Rider
Wizard Ice Spirit Zap Ram Rider
Skeleton Army P.E.K.K.A Ram Rider
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Ice Spirit Skeleton Army The Log
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A Cannon Wizard Ram Rider
Wizard Cannon Skeleton Army
Skeleton Army Ice Spirit Zap P.E.K.K.A The Log
Zap Cannon Wizard P.E.K.K.A The Log
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.)

The Log
Zap The Log Ram Rider
The Log
The Log
Wizard Zap The Log
Wizard Ice Spirit Zap Ram Rider
Wizard The Log
The Log Ice Spirit Zap Wizard Ram Rider
The Log Zap Wizard Ram Rider
Zap Wizard The Log Ram Rider
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Ice Spirit Wizard
The Log Zap Wizard Ram Rider
Zap Wizard The Log Ram Rider
Zap The Log
Zap Wizard
Zap Ice Spirit Wizard
Zap Wizard The Log
Zap Ice Spirit
P.E.K.K.A
Wizard The Log
Zap Ice Spirit Skeleton Army
Zap Wizard Ram Rider
The Log
Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Ice Spirit The Log
Zap
Zap The Log
P.E.K.K.A
Wizard

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