My Best Clash Royale Deck

Deck Check Rating

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

4 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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 Bomber P.E.K.K.A Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Missing

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Heal Spirit P.E.K.K.A Mega Knight

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 Barrel 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
Bomber Goblin Barrel
Giant Snowball
Bomber Goblin Barrel
Zap
Bomber Goblin Barrel
Barbarian Barrel
Ice Spirit Bomber Heal Spirit Goblin Barrel Electro Wizard
The Log
Ice Spirit Bomber Heal Spirit Goblin Barrel
Earthquake
Bomber Goblin Barrel
Arrows
Ice Spirit Bomber Heal Spirit Goblin Barrel
Royal Delivery
Ice Spirit Bomber Heal Spirit Goblin Barrel P.E.K.K.A Electro Wizard
Fireball
Bomber Goblin Barrel Electro Wizard
Poison
Bomber Electro Wizard
Lightning
Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber Mega Knight

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 Heal Spirit P.E.K.K.A Mega Knight

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.

Goblin Barrel

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 Heal Spirit Goblin Barrel 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 Heal Spirit Bomber Goblin Barrel Electro Wizard Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

7 Ice Spirit Heal Spirit Bomber Goblin Barrel

Attack Synergies 3 10

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
Goblin Barrel P.E.K.K.A Bomber Mega Knight
Bomber
Ice Spirit Heal Spirit P.E.K.K.A Mega Knight
Heal Spirit
Bomber P.E.K.K.A Mega Knight
Goblin Barrel
Ice Spirit P.E.K.K.A Mega Knight
P.E.K.K.A
Ice Spirit Electro Wizard Bomber Heal Spirit Goblin Barrel
Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Ice Spirit Bomber Heal Spirit Goblin Barrel Electro Wizard
Goblinstein

Defense Synergies 0 8

Ice Spirit
Bomber P.E.K.K.A Electro Wizard Mega Knight
Bomber
Ice Spirit P.E.K.K.A Electro Wizard
Heal Spirit
Goblin Barrel
P.E.K.K.A
Ice Spirit Bomber Electro Wizard
Electro Wizard
Ice Spirit Bomber P.E.K.K.A Mega Knight
Mega Knight
Ice Spirit Electro Wizard
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.

Bomber Electro Wizard
P.E.K.K.A Ice Spirit Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bomber Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Bomber P.E.K.K.A Mega Knight
Bomber Electro Wizard Mega Knight
Electro Wizard Ice Spirit
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Ice Spirit Bomber Electro Wizard Mega Knight
Electro Wizard Bomber Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight Ice Spirit Bomber Electro Wizard
Bomber Mega Knight Ice Spirit P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Ice Spirit P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bomber P.E.K.K.A Electro Wizard
Ice Spirit Mega Knight Bomber Electro Wizard
Ice Spirit Bomber Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Bomber Mega Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Mega Knight
P.E.K.K.A Mega Knight Ice Spirit Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight
Ice Spirit Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Ice Spirit
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight
Bomber Mega Knight
Electro Wizard Ice Spirit Bomber P.E.K.K.A
Mega Knight Bomber P.E.K.K.A Electro Wizard
Bomber 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.)

Electro Wizard
Bomber Mega Knight
Ice Spirit
Bomber
Ice Spirit
Electro Wizard
Electro Wizard
Bomber
Mega Knight
Bomber
Bomber Electro Wizard Mega Knight
Bomber Mega Knight
Mega Knight
Ice Spirit Bomber Mega Knight
Electro Wizard
Mega Knight
Electro Wizard
Electro Wizard Ice Spirit
Bomber Mega Knight
Ice Spirit Electro Wizard
P.E.K.K.A Mega Knight
Electro Wizard Ice Spirit
Electro Wizard
Electro Wizard Mega Knight
Bomber
P.E.K.K.A Mega Knight
Ice Spirit Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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