My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Bats Firecracker Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Arrows The Log

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 Electro Giant

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 Mini P.E.K.K.A Electro Giant

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Firecracker Electro Giant 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 Bats Arrows Mini P.E.K.K.A Electro Giant

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 Bats Zap The Log Arrows Firecracker Mini P.E.K.K.A Electro Giant

Shortest cycle

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

7 Ice Spirit Bats Zap The Log

Attack Synergies 3 12

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 Bats Firecracker Mini P.E.K.K.A
Bats
Ice Spirit Zap Firecracker Mini P.E.K.K.A
Zap
Ice Spirit Arrows Firecracker Bats Mini P.E.K.K.A The Log
Arrows
Zap Mini P.E.K.K.A
Firecracker
Zap Ice Spirit Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Bats Zap Arrows Firecracker Electro Giant The Log
Electro Giant
Mini P.E.K.K.A
The Log
Zap Mini P.E.K.K.A

Defense Synergies 5 13

Ice Spirit
Zap Mini P.E.K.K.A Bats Firecracker The Log
Bats
Ice Spirit Zap Firecracker Mini P.E.K.K.A The Log
Zap
Ice Spirit Mini P.E.K.K.A Bats Arrows Firecracker The Log
Arrows
Zap Mini P.E.K.K.A
Firecracker
The Log Ice Spirit Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap The Log Bats Arrows Firecracker Electro Giant
Electro Giant
Mini P.E.K.K.A
The Log
Firecracker Mini P.E.K.K.A Ice Spirit Bats Zap

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 Firecracker The Log
Mini P.E.K.K.A Ice Spirit Bats Zap Firecracker The Log
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Bats Firecracker
Arrows Firecracker Mini P.E.K.K.A The Log
Arrows The Log Bats Zap Firecracker
Bats Ice Spirit Zap Arrows Firecracker
Zap Arrows Electro Giant The Log
Mini P.E.K.K.A
Ice Spirit Firecracker Mini P.E.K.K.A
Bats Zap Arrows Firecracker Electro Giant The Log
Arrows Bats Zap Firecracker
Mini P.E.K.K.A Ice Spirit Bats Zap The Log
Ice Spirit Bats Zap Arrows Firecracker Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit Zap Mini P.E.K.K.A Electro Giant The Log
Bats Arrows Firecracker Mini P.E.K.K.A
Ice Spirit Arrows Bats Zap Firecracker The Log
Zap Arrows The Log Ice Spirit Bats Firecracker
Mini P.E.K.K.A
Bats Arrows Firecracker Mini P.E.K.K.A Electro Giant The Log
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 Zap Electro Giant
Zap Arrows Firecracker Mini P.E.K.K.A The Log
Ice Spirit Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bats Zap The Log
Mini P.E.K.K.A
Arrows Firecracker Electro Giant Ice Spirit Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Zap Ice Spirit Bats Firecracker Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A
Zap Arrows Electro Giant The Log
Mini P.E.K.K.A
Firecracker Electro Giant
Electro Giant Ice Spirit Bats Zap Firecracker Mini P.E.K.K.A The Log
Bats Arrows Zap Firecracker Mini P.E.K.K.A Electro Giant The Log
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 Firecracker The Log
Arrows Firecracker Zap The Log
Arrows The Log
Arrows Firecracker The Log
Zap Arrows Firecracker The Log
Arrows Firecracker Electro Giant Ice Spirit Bats Zap
Arrows Firecracker The Log
Arrows The Log Ice Spirit Zap Firecracker
Arrows The Log Zap Firecracker
Bats Mini P.E.K.K.A
Firecracker Zap Arrows The Log
Zap Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Zap Arrows Firecracker The Log
Zap Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Firecracker Mini P.E.K.K.A The Log
Zap Arrows Firecracker Electro Giant The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows Firecracker Electro Giant The Log Ice Spirit
Arrows Firecracker The Log Zap
Zap Arrows The Log
Zap Arrows Firecracker The Log
Bats Zap Arrows Firecracker Electro Giant
Zap Ice Spirit Bats Firecracker Electro Giant
Mini P.E.K.K.A
Zap Arrows The Log
Zap Ice Spirit Arrows Firecracker
Arrows Firecracker The Log
Zap Ice Spirit Bats
Zap Arrows Firecracker
Arrows The Log
Firecracker Mini P.E.K.K.A
Arrows The Log Zap Firecracker
Zap Arrows Electro Giant
Firecracker
Zap Electro Giant Ice Spirit Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker Electro Giant The Log
Firecracker

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