My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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 Knight Firecracker Suspicious Bush

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 Rocket

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

Pump responses

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

Rocket

Dropped at the bridge

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

Ice Spirit Knight Mini 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.

Firecracker Mini P.E.K.K.A

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
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Ice Spirit Knight Firecracker
The Log
Ice Spirit Firecracker Suspicious Bush Mini P.E.K.K.A
Earthquake
Firecracker
Arrows
Ice Spirit Firecracker Suspicious Bush
Royal Delivery
Ice Spirit Knight Firecracker Mini P.E.K.K.A
Fireball
Firecracker Suspicious Bush
Poison
Firecracker Suspicious Bush
Lightning
Knight Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Firecracker Rocket

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 Knight Suspicious Bush Mini P.E.K.K.A Rocket

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

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 Suspicious Bush Arrows Knight Firecracker Mini P.E.K.K.A Rocket

Shortest cycle

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

8 Ice Spirit Zap Suspicious Bush Arrows

Attack Synergies 5 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 Knight Firecracker Mini P.E.K.K.A
Zap
Ice Spirit Arrows Firecracker Knight Mini P.E.K.K.A
Arrows
Zap Knight Mini P.E.K.K.A
Knight
Ice Spirit Firecracker Zap Arrows
Firecracker
Zap Knight Ice Spirit Mini P.E.K.K.A
Suspicious Bush
Mini P.E.K.K.A
Ice Spirit Zap Arrows Firecracker
Rocket

Defense Synergies 4 10

Ice Spirit
Zap Mini P.E.K.K.A Knight Firecracker Rocket
Zap
Ice Spirit Mini P.E.K.K.A Arrows Knight Firecracker
Arrows
Zap Knight Mini P.E.K.K.A
Knight
Firecracker Ice Spirit Zap Arrows Mini P.E.K.K.A
Firecracker
Knight Ice Spirit Zap Mini P.E.K.K.A
Suspicious Bush
Mini P.E.K.K.A
Ice Spirit Zap Arrows Knight Firecracker
Rocket
Ice Spirit

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.

Rocket Zap Knight Firecracker
Mini P.E.K.K.A Ice Spirit Zap Knight Firecracker
Mini P.E.K.K.A Rocket Knight
Mini P.E.K.K.A Knight Firecracker
Arrows Firecracker Mini P.E.K.K.A Rocket
Arrows Zap Firecracker
Rocket Ice Spirit Zap Arrows Firecracker
Rocket Zap Arrows
Mini P.E.K.K.A
Knight Ice Spirit Firecracker Mini P.E.K.K.A
Zap Arrows Knight Firecracker
Arrows Zap Firecracker
Mini P.E.K.K.A Ice Spirit Zap Knight Rocket
Rocket Ice Spirit Zap Arrows Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Rocket Ice Spirit Zap Mini P.E.K.K.A
Arrows Knight Firecracker Mini P.E.K.K.A
Ice Spirit Arrows Zap Knight Firecracker
Zap Arrows Ice Spirit Knight Firecracker
Mini P.E.K.K.A
Arrows Knight Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap
Zap Arrows Knight Firecracker Mini P.E.K.K.A Rocket
Ice Spirit Zap Knight Mini P.E.K.K.A Rocket
Mini P.E.K.K.A Rocket Zap Knight
Knight Mini P.E.K.K.A
Arrows Firecracker Rocket Ice Spirit Zap
Mini P.E.K.K.A Rocket Knight
Mini P.E.K.K.A Knight
Zap Rocket Ice Spirit Knight Firecracker Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Rocket Zap Arrows
Mini P.E.K.K.A Rocket Knight
Firecracker
Ice Spirit Zap Knight Firecracker Mini P.E.K.K.A Rocket
Arrows Zap Firecracker Mini 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 Knight Firecracker Rocket
Arrows Firecracker Zap
Rocket Arrows
Arrows Knight Firecracker Rocket
Rocket Zap Arrows Firecracker
Arrows Firecracker Ice Spirit Zap Rocket
Arrows Firecracker
Arrows Ice Spirit Zap Firecracker
Arrows Zap Firecracker
Rocket Mini P.E.K.K.A
Firecracker Rocket Zap Arrows Knight
Zap Arrows Firecracker Rocket
Rocket Knight Firecracker
Arrows Firecracker Rocket
Zap Arrows Firecracker
Rocket Zap Arrows Firecracker
Arrows Firecracker Rocket
Arrows Rocket
Mini P.E.K.K.A Rocket
Rocket Zap Arrows Firecracker Mini P.E.K.K.A
Rocket Zap Arrows Firecracker
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows Firecracker Ice Spirit
Arrows Firecracker Zap
Zap Arrows
Rocket Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Rocket Ice Spirit Firecracker
Mini P.E.K.K.A
Zap Arrows Rocket
Zap Rocket Ice Spirit Arrows Firecracker
Rocket Arrows Firecracker
Zap Ice Spirit Rocket
Rocket Zap Arrows Firecracker
Arrows
Knight Firecracker Mini P.E.K.K.A Rocket
Arrows Zap Firecracker
Rocket Zap Arrows
Firecracker
Zap Ice Spirit Firecracker Rocket
Firecracker Zap Rocket
Zap Firecracker Rocket
Firecracker Rocket

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