My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro Dragon

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 Wizard Electro Dragon P.E.K.K.A 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.

Lightning The Log

Pump responses

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

Lightning

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Wizard Electro 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 Bats 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats The Log Wizard Electro Dragon Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Bats The Log Wizard

Attack Synergies 1 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
P.E.K.K.A Bats
Bats
Ice Spirit P.E.K.K.A
Wizard
P.E.K.K.A
Electro Dragon
P.E.K.K.A
Lightning
P.E.K.K.A
Ice Spirit Bats Wizard Electro Dragon The Log
The Log
P.E.K.K.A
Goblinstein

Defense Synergies 1 11

Ice Spirit
Bats Wizard Electro Dragon P.E.K.K.A The Log
Bats
Ice Spirit P.E.K.K.A The Log
Wizard
Ice Spirit P.E.K.K.A The Log
Electro Dragon
Ice Spirit The Log
Lightning
The Log
P.E.K.K.A
The Log Ice Spirit Bats Wizard
The Log
P.E.K.K.A Ice Spirit Bats Wizard Electro Dragon Lightning
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.

Lightning Wizard Electro Dragon The Log
P.E.K.K.A Ice Spirit Bats Electro Dragon The Log
P.E.K.K.A Bats Electro Dragon Lightning
P.E.K.K.A Bats Electro Dragon
Lightning P.E.K.K.A The Log
The Log Bats Electro Dragon
Bats Lightning Ice Spirit Wizard Electro Dragon
Lightning Electro Dragon P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit
Bats Wizard Electro Dragon The Log
Bats Wizard Electro Dragon
P.E.K.K.A Ice Spirit Bats Wizard Electro Dragon Lightning The Log
Wizard Ice Spirit Bats Electro Dragon P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit Lightning P.E.K.K.A The Log
Wizard Bats Electro Dragon P.E.K.K.A
Ice Spirit Bats Wizard Electro Dragon The Log
Wizard The Log Ice Spirit Bats Electro Dragon
P.E.K.K.A
Wizard Bats Electro 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.

P.E.K.K.A
Wizard Electro Dragon Lightning The Log
P.E.K.K.A Ice Spirit Bats Electro Dragon Lightning The Log
Lightning P.E.K.K.A Bats The Log
P.E.K.K.A
Wizard Ice Spirit Bats Electro Dragon
P.E.K.K.A Bats Lightning
P.E.K.K.A
Electro Dragon Lightning P.E.K.K.A Ice Spirit Bats The Log
P.E.K.K.A
P.E.K.K.A Bats Electro Dragon
Lightning P.E.K.K.A The Log
Lightning P.E.K.K.A Wizard
Wizard Electro Dragon
Electro Dragon Ice Spirit Bats Lightning P.E.K.K.A The Log
Bats Wizard Electro Dragon P.E.K.K.A The Log

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.)

Lightning Electro Dragon The Log
Electro Dragon The Log
Lightning Electro Dragon The Log
Lightning The Log
Wizard The Log
Wizard Ice Spirit Bats Electro Dragon
Wizard The Log
The Log Ice Spirit Wizard Electro Dragon Lightning
The Log Wizard Electro Dragon Lightning
Lightning Bats Electro Dragon
Lightning Wizard Electro Dragon The Log
Lightning Wizard Electro Dragon
Lightning The Log
Lightning Electro Dragon
Lightning The Log
Lightning Wizard Electro Dragon The Log
Lightning Wizard Electro Dragon The Log
Lightning
Bats Lightning
Lightning Wizard Electro Dragon The Log
Lightning Wizard Electro Dragon The Log
Lightning The Log
Lightning Wizard
Lightning The Log
Lightning Electro Dragon The Log
The Log Ice Spirit Wizard Electro Dragon
The Log Wizard Electro Dragon Lightning
Lightning Wizard Electro Dragon The Log
Lightning The Log
Lightning Bats Wizard Electro Dragon
Electro Dragon Lightning Ice Spirit Bats Wizard
Lightning
Lightning Wizard Electro Dragon The Log
Lightning Ice Spirit Electro Dragon
P.E.K.K.A
Wizard Lightning The Log
Lightning Ice Spirit Bats Electro Dragon
Lightning Wizard Electro Dragon
The Log
Lightning Wizard Electro Dragon
The Log Wizard Electro Dragon Lightning
Lightning
Electro Dragon P.E.K.K.A
Electro Dragon Ice Spirit Bats Lightning The Log
Bats Electro Dragon Lightning
Electro Dragon Lightning The Log
P.E.K.K.A
Lightning Wizard Electro Dragon

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