My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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!
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.

Wizard Electro 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.

Ice Spirit Wizard P.E.K.K.A Electro Wizard Goblinstein

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 Poison The Log

Pump responses

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

Poison

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.

Electro Wizard

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
Barbarian Barrel
Ice Spirit Wizard Electro Wizard
The Log
Ice Spirit
Earthquake
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Wizard P.E.K.K.A Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Wizard Electro Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard Poison 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 Poison 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 Wizard Electro 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.

RIP

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 Poison Electro Wizard Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap The Log Poison

Attack Synergies 6 5

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
Zap
Ice Spirit P.E.K.K.A Electro Wizard Poison The Log
Wizard
P.E.K.K.A
Poison
P.E.K.K.A Zap The Log
P.E.K.K.A
Ice Spirit Zap Poison Electro Wizard Wizard The Log
The Log
Zap Poison P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A
Goblinstein

Defense Synergies 3 15

Ice Spirit
Zap Wizard Poison P.E.K.K.A The Log Electro Wizard
Zap
Ice Spirit Electro Wizard Poison P.E.K.K.A The Log
Wizard
Ice Spirit P.E.K.K.A The Log Electro Wizard
Poison
Ice Spirit Zap The Log Electro Wizard
P.E.K.K.A
The Log Ice Spirit Zap Wizard Electro Wizard
The Log
P.E.K.K.A Ice Spirit Zap Wizard Poison Electro Wizard
Electro Wizard
Zap Ice Spirit Wizard Poison P.E.K.K.A The Log
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.

Zap Wizard The Log Electro Wizard
P.E.K.K.A Ice Spirit Zap The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Poison P.E.K.K.A The Log
The Log Zap Electro Wizard
Electro Wizard Ice Spirit Zap Wizard Poison
Zap Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Ice Spirit Electro Wizard
Poison Electro Wizard Zap Wizard The Log
Zap Wizard Poison Electro Wizard
P.E.K.K.A Ice Spirit Zap Wizard The Log Electro Wizard
Wizard Ice Spirit Zap Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Zap P.E.K.K.A The Log Electro Wizard
Wizard Poison P.E.K.K.A Electro Wizard
Ice Spirit Zap Wizard The Log Electro Wizard
Zap Wizard Poison The Log Ice Spirit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Wizard The Log
P.E.K.K.A Ice Spirit Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A
Wizard Poison Ice Spirit Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit Poison The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Poison The Log Electro Wizard
P.E.K.K.A Wizard
Wizard
Electro Wizard Ice Spirit Zap Poison P.E.K.K.A The Log
Poison Zap Wizard P.E.K.K.A The Log Electro Wizard
Zap Electro 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.)

Poison The Log
Poison Zap The Log Electro Wizard
Poison The Log
Poison The Log
Wizard Poison Zap The Log
Wizard Poison Ice Spirit Zap
Wizard Poison The Log
Poison The Log Ice Spirit Zap Wizard
Poison The Log Zap Wizard
Poison Electro Wizard
Poison Zap Wizard The Log Electro Wizard
Poison Zap Wizard
Poison The Log
Poison
Zap Poison The Log
Zap Wizard Poison The Log
Wizard Poison The Log
Poison
Zap Wizard Poison The Log Electro Wizard
Zap Wizard Poison The Log
Poison The Log
Wizard Poison
The Log
Zap Poison The Log
Zap Poison The Log Ice Spirit Wizard
Poison The Log Zap Wizard Electro Wizard
Zap Wizard Poison The Log
Poison Zap The Log
Poison Zap Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Wizard Poison
Poison Zap Wizard The Log
Zap Ice Spirit Poison Electro Wizard
P.E.K.K.A
Wizard Poison The Log
Zap Electro Wizard Ice Spirit
Poison Zap Wizard Electro Wizard
The Log
Poison Wizard Electro Wizard
The Log Zap Wizard Poison
Zap Poison
P.E.K.K.A
Zap Ice Spirit Poison The Log Electro Wizard
Zap Poison Electro Wizard
Poison Zap The Log Electro Wizard
P.E.K.K.A
Wizard

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