My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Ice 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.

Bats Wizard P.E.K.K.A Ice Wizard

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.

Rage Freeze

Punishments

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

Elite Barbarians

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.

Elite Barbarians 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.

Elite Barbarians

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Ice 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.

Bats Rage Skeleton Army Freeze P.E.K.K.A Ice Wizard

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.

Elite Barbarians 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.

Wizard Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Skeleton Army Ice Wizard Freeze Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

10 Bats Rage Skeleton Army Ice Wizard

Attack Synergies 1 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.

Bats
Elite Barbarians Rage P.E.K.K.A
Elite Barbarians
Rage Bats Wizard
Wizard
Elite Barbarians Rage P.E.K.K.A
Rage
Elite Barbarians Bats Wizard
Skeleton Army
Freeze
P.E.K.K.A
Bats Wizard Ice Wizard
Ice Wizard
P.E.K.K.A

Defense Synergies 0 11

Bats
Freeze P.E.K.K.A Ice Wizard
Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army Freeze P.E.K.K.A Ice Wizard
Rage
Skeleton Army
Wizard Freeze Ice Wizard
Freeze
Bats Wizard Skeleton Army
P.E.K.K.A
Bats Wizard Ice Wizard
Ice Wizard
Bats Wizard Skeleton Army 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.

Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Bats Ice Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians Freeze Ice Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Bats Ice Wizard
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Freeze Bats Ice Wizard
Bats Wizard Freeze Ice Wizard
P.E.K.K.A
P.E.K.K.A Elite Barbarians Skeleton Army Ice Wizard
Elite Barbarians Skeleton Army Ice Wizard
Bats Skeleton Army Ice Wizard Wizard Freeze
Bats Wizard Ice Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians Wizard Freeze Ice Wizard
Wizard Skeleton Army Bats Freeze P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Elite Barbarians Freeze P.E.K.K.A
Wizard Bats Elite Barbarians Skeleton Army P.E.K.K.A
Bats Elite Barbarians Wizard Skeleton Army Ice Wizard
Wizard Freeze Bats Ice Wizard
P.E.K.K.A Elite Barbarians
Wizard Skeleton Army Bats Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians P.E.K.K.A
Elite Barbarians Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians
Skeleton Army P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
Wizard Bats Freeze Ice Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians Ice Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Freeze P.E.K.K.A Bats Elite Barbarians Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Bats Freeze P.E.K.K.A
Bats Elite Barbarians Wizard Freeze P.E.K.K.A Ice Wizard
Ice Wizard

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.)

Freeze
Ice Wizard
Freeze
Wizard
Wizard Bats Freeze Ice Wizard
Wizard
Wizard Freeze Ice Wizard
Wizard
Bats Elite Barbarians
Wizard
Wizard
Elite Barbarians
Freeze
Elite Barbarians
Wizard
Wizard
Freeze
Bats
Wizard
Wizard
Wizard
Freeze Wizard Ice Wizard
Wizard Ice Wizard
Wizard
Elite Barbarians Bats Wizard Ice Wizard
Bats Wizard Freeze
Elite Barbarians
Wizard
Freeze
P.E.K.K.A
Wizard
Bats Skeleton Army Freeze
Wizard Ice Wizard
Freeze
Wizard
Wizard
Elite Barbarians P.E.K.K.A
Bats Elite Barbarians Freeze
Bats
Freeze
P.E.K.K.A
Wizard

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