My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Mediocre

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

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 Battle Ram P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Lightning

Punishments

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

Battle Ram Bandit

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 Goblins Battle Ram P.E.K.K.A Bandit

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.

Bandit 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
Battle Ram Bandit
Giant Snowball
Goblins Battle Ram
Zap
Goblins Battle Ram Bandit
Barbarian Barrel
Ice Spirit Goblins Battle Ram Bandit Electro Wizard
The Log
Ice Spirit Goblins Battle Ram Bandit
Earthquake
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Battle Ram P.E.K.K.A Bandit Electro Wizard
Fireball
Battle Ram Bandit Electro Wizard
Poison
Electro Wizard
Lightning
Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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 Battle Ram 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 Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Zap Bandit Battle Ram Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Goblins Zap Bandit

Attack Synergies 8 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
Zap Battle Ram P.E.K.K.A Goblins Bandit
Goblins
Ice Spirit Zap Battle Ram
Zap
Ice Spirit Battle Ram P.E.K.K.A Electro Wizard Goblins Bandit
Battle Ram
Ice Spirit Zap Bandit Goblins Lightning P.E.K.K.A Electro Wizard
Lightning
Battle Ram
P.E.K.K.A
Ice Spirit Zap Electro Wizard Battle Ram
Bandit
Battle Ram Ice Spirit Zap Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit

Defense Synergies 2 11

Ice Spirit
Zap Goblins P.E.K.K.A Bandit Electro Wizard
Goblins
Ice Spirit Zap Bandit Electro Wizard
Zap
Ice Spirit Electro Wizard Goblins P.E.K.K.A Bandit
Battle Ram
Lightning
P.E.K.K.A
Ice Spirit Zap Electro Wizard
Bandit
Ice Spirit Goblins Zap Electro Wizard
Electro Wizard
Zap Ice Spirit Goblins P.E.K.K.A Bandit

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 Zap Electro Wizard
P.E.K.K.A Ice Spirit Goblins Zap Bandit Electro Wizard
P.E.K.K.A Goblins Lightning Bandit Electro Wizard
P.E.K.K.A Goblins Bandit Electro Wizard
Lightning P.E.K.K.A
Goblins Zap Bandit Electro Wizard
Lightning Electro Wizard Ice Spirit Zap
Lightning Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Goblins
Ice Spirit Goblins Bandit Electro Wizard
Goblins Electro Wizard Zap Bandit
Zap Electro Wizard
P.E.K.K.A Ice Spirit Zap Lightning Bandit Electro Wizard
Ice Spirit Goblins Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Ice Spirit Zap Lightning P.E.K.K.A Bandit Electro Wizard
Goblins P.E.K.K.A Electro Wizard
Ice Spirit Goblins Zap Bandit Electro Wizard
Zap Ice Spirit Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Goblins P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Goblins Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Lightning
P.E.K.K.A Bandit Ice Spirit Goblins Zap Lightning Electro Wizard
Lightning P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit
Ice Spirit Zap Electro Wizard
P.E.K.K.A Goblins Lightning Bandit Electro Wizard
P.E.K.K.A
Zap Lightning P.E.K.K.A Electro Wizard Ice Spirit Goblins Bandit
P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Zap Electro Wizard
Lightning P.E.K.K.A Bandit
Electro Wizard Ice Spirit Goblins Zap Lightning P.E.K.K.A
Zap P.E.K.K.A 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.)

Lightning Bandit
Zap Bandit Electro Wizard
Lightning Bandit
Lightning
Zap
Ice Spirit Zap
Ice Spirit Zap Lightning
Zap Lightning Bandit
Lightning Goblins Electro Wizard
Lightning Zap Bandit Electro Wizard
Lightning Zap
Lightning Bandit
Lightning Bandit
Lightning Zap
Lightning Zap Bandit
Lightning Bandit
Lightning
Lightning
Lightning Zap Bandit Electro Wizard
Lightning Zap
Lightning
Lightning
Lightning
Lightning Zap
Zap Ice Spirit
Zap Lightning Bandit Electro Wizard
Lightning Zap Bandit
Lightning Zap Bandit
Lightning Zap Electro Wizard
Zap Lightning Electro Wizard Ice Spirit
Lightning
Lightning Zap Bandit
Zap Lightning Ice Spirit Electro Wizard
P.E.K.K.A
Lightning
Zap Lightning Electro Wizard Ice Spirit Bandit
Lightning Zap Electro Wizard
Lightning Electro Wizard
Zap Lightning
Lightning Zap
P.E.K.K.A
Zap Ice Spirit Lightning Electro Wizard
Zap Lightning Electro Wizard
Lightning Zap Bandit Electro Wizard
P.E.K.K.A
Lightning

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