My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Goblin Drill

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 P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Arrows The Log

Pump responses

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

Goblin Drill

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

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.

Goblin Drill

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
Guards Goblin Drill
Giant Snowball
Cannon Guards Goblin Drill
Zap
Cannon Guards Goblin Drill
Barbarian Barrel
Ice Spirit Cannon Guards Goblin Drill
The Log
Ice Spirit Cannon Guards Goblin Drill
Earthquake
Cannon Guards Goblin Drill
Arrows
Ice Spirit Guards Goblin Drill
Royal Delivery
Ice Spirit Guards Goblin Drill P.E.K.K.A
Fireball
Cannon Goblin Drill
Poison
Cannon Guards Goblin Drill
Lightning
Cannon Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows 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 Arrows Guards Goblin Drill P.E.K.K.A

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Arrows Cannon Guards Goblin Drill Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Cannon

Attack Synergies 2 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
P.E.K.K.A Guards Goblin Drill
Arrows
P.E.K.K.A Goblin Drill
Cannon
Guards
Ice Spirit The Log
Goblin Drill
Ice Spirit Arrows The Log
P.E.K.K.A
Ice Spirit Arrows The Log
The Log
Guards Goblin Drill P.E.K.K.A
Goblinstein

Defense Synergies 2 11

Ice Spirit
Cannon Guards Goblin Drill P.E.K.K.A The Log
Arrows
Cannon P.E.K.K.A
Cannon
The Log Ice Spirit Arrows Guards
Guards
Ice Spirit Cannon Goblin Drill The Log
Goblin Drill
Ice Spirit Guards The Log
P.E.K.K.A
The Log Ice Spirit Arrows
The Log
Cannon P.E.K.K.A Ice Spirit Guards Goblin Drill
Goblinstein

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.

Cannon The Log
P.E.K.K.A Ice Spirit Cannon Goblin Drill The Log
Cannon P.E.K.K.A Goblin Drill
Cannon P.E.K.K.A Guards Goblin Drill
Arrows P.E.K.K.A The Log
Arrows The Log Cannon Guards
Ice Spirit Arrows Cannon
Arrows Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Goblin Drill
Guards Ice Spirit Cannon
Guards Arrows Cannon Goblin Drill The Log
Arrows
Cannon Goblin Drill P.E.K.K.A Ice Spirit Guards The Log
Ice Spirit Arrows Cannon Guards Goblin Drill P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Drill
Ice Spirit Cannon Goblin Drill P.E.K.K.A The Log
Arrows Cannon Goblin Drill P.E.K.K.A
Ice Spirit Arrows Cannon Guards Goblin Drill The Log
Arrows Goblin Drill The Log Ice Spirit Cannon Guards
P.E.K.K.A Cannon Goblin Drill
Arrows Cannon Guards 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.

Guards P.E.K.K.A
Arrows The Log
Guards P.E.K.K.A Ice Spirit The Log
Guards P.E.K.K.A The Log
P.E.K.K.A Cannon Guards Goblin Drill
Arrows Ice Spirit
Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Ice Spirit The Log
P.E.K.K.A Cannon Guards Goblin Drill
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Cannon Guards
Cannon
Guards Ice Spirit Goblin Drill P.E.K.K.A The Log
Arrows Cannon P.E.K.K.A The Log
Arrows 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.)

Arrows Guards Goblin Drill The Log
Arrows The Log
Arrows Goblin Drill The Log
Arrows Guards The Log
Arrows The Log
Arrows Ice Spirit
Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log
Guards
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows Goblin Drill The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows Goblin Drill The Log
Arrows The Log Ice Spirit
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Ice Spirit Guards
Arrows The Log
Ice Spirit Arrows
P.E.K.K.A
Arrows The Log
Ice Spirit Guards
Arrows
Arrows The Log
Arrows The Log
Arrows
P.E.K.K.A
Ice Spirit Guards The Log
The Log
P.E.K.K.A

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