My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon

Defensive buildings

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

Goblin Cage

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 Goblin Cage Wizard Baby Dragon P.E.K.K.A

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.

Arrows The Log

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 Knight Baby Dragon 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
Baby Dragon
Zap
Barbarian Barrel
Ice Spirit Knight Goblin Cage Wizard
The Log
Ice Spirit Goblin Cage
Earthquake
Goblin Cage
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Knight Goblin Cage Wizard Baby Dragon P.E.K.K.A
Fireball
Goblin Cage Wizard Baby Dragon
Poison
Goblin Cage Wizard
Lightning
Knight Goblin Cage Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Baby Dragon 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 Knight Baby Dragon 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

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.

Good

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 Knight Goblin Cage Baby Dragon Wizard P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Knight

Attack Synergies 5 9

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
Knight Goblin Cage P.E.K.K.A Baby Dragon
Arrows
P.E.K.K.A Knight
Knight
Ice Spirit Baby Dragon Arrows Wizard The Log
Goblin Cage
Ice Spirit Baby Dragon The Log
Wizard
Knight P.E.K.K.A
Baby Dragon
Knight Ice Spirit Goblin Cage P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Wizard Baby Dragon The Log
The Log
Knight Goblin Cage P.E.K.K.A

Defense Synergies 2 18

Ice Spirit
Goblin Cage Knight Wizard Baby Dragon P.E.K.K.A The Log
Arrows
Knight P.E.K.K.A
Knight
Ice Spirit Arrows Goblin Cage Wizard Baby Dragon The Log
Goblin Cage
Ice Spirit Knight Wizard Baby Dragon The Log
Wizard
Ice Spirit Knight Goblin Cage P.E.K.K.A The Log
Baby Dragon
Ice Spirit Knight Goblin Cage P.E.K.K.A The Log
P.E.K.K.A
The Log Ice Spirit Arrows Wizard Baby Dragon
The Log
P.E.K.K.A Ice Spirit Knight Goblin Cage Wizard Baby Dragon

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.

Knight Goblin Cage Wizard Baby Dragon The Log
P.E.K.K.A Ice Spirit Knight Goblin Cage The Log
Goblin Cage P.E.K.K.A Knight
Goblin Cage P.E.K.K.A Knight
Arrows Goblin Cage P.E.K.K.A The Log
Arrows The Log Baby Dragon
Ice Spirit Arrows Goblin Cage Wizard Baby Dragon
Arrows Goblin Cage Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Goblin Cage
Knight Ice Spirit
Arrows Knight Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon
Goblin Cage P.E.K.K.A Ice Spirit Knight Wizard The Log
Wizard Ice Spirit Arrows Goblin Cage Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Knight Goblin Cage
Ice Spirit Goblin Cage P.E.K.K.A The Log
Wizard Arrows Knight Goblin Cage P.E.K.K.A
Ice Spirit Arrows Goblin Cage Knight Wizard Baby Dragon The Log
Arrows Goblin Cage Wizard Baby Dragon The Log Ice Spirit Knight
P.E.K.K.A Goblin Cage
Wizard Arrows Knight Baby Dragon 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.

Knight Goblin Cage P.E.K.K.A
Arrows Knight Wizard Baby Dragon The Log
P.E.K.K.A Ice Spirit Knight Goblin Cage The Log
P.E.K.K.A Knight Goblin Cage The Log
P.E.K.K.A Knight Goblin Cage
Arrows Wizard Ice Spirit Baby Dragon
P.E.K.K.A Knight Goblin Cage
P.E.K.K.A Knight Goblin Cage
Goblin Cage P.E.K.K.A Ice Spirit Knight Baby Dragon The Log
P.E.K.K.A Goblin Cage
P.E.K.K.A Knight Goblin Cage
P.E.K.K.A Arrows Goblin Cage The Log
P.E.K.K.A Knight Goblin Cage Wizard
Wizard Goblin Cage Baby Dragon
Ice Spirit Knight Goblin Cage Baby Dragon P.E.K.K.A The Log
Arrows Goblin Cage Wizard Baby Dragon P.E.K.K.A The Log
Arrows Goblin Cage

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 Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Knight The Log
Wizard Arrows Baby Dragon The Log
Arrows Wizard Ice Spirit Baby Dragon
Arrows Wizard Baby Dragon The Log
Arrows The Log Ice Spirit Wizard Baby Dragon
Arrows The Log Wizard
Arrows Knight Wizard The Log
Arrows Wizard Baby Dragon
Knight Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon The Log
Arrows
Arrows Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon The Log
Baby Dragon The Log
Arrows Wizard
The Log
Arrows Baby Dragon The Log
Arrows The Log Ice Spirit Wizard Baby Dragon
Arrows The Log Wizard Baby Dragon
Arrows Wizard Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon
Ice Spirit Wizard
Arrows Wizard The Log
Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard The Log
Ice Spirit
Arrows Wizard Baby Dragon
Arrows The Log
Knight Wizard Baby Dragon
Arrows The Log Wizard Baby Dragon
Arrows
P.E.K.K.A
Ice Spirit Baby Dragon The Log
Baby Dragon The Log
P.E.K.K.A
Wizard

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