My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Bats Battle Ram 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.

Battle Ram

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows

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 Arrows 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Arrows Battle Ram Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats Zap Arrows

Attack Synergies 9 7

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 Bats
Bats
Ice Spirit Zap Battle Ram P.E.K.K.A
Zap
Ice Spirit Arrows Battle Ram P.E.K.K.A Electro Wizard Bats
Arrows
Zap P.E.K.K.A Battle Ram
Battle Ram
Ice Spirit Zap Bats Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Zap Arrows Electro Wizard Bats Battle Ram
Electro Wizard
Zap P.E.K.K.A Battle Ram
Goblinstein

Defense Synergies 2 10

Ice Spirit
Zap Bats P.E.K.K.A Electro Wizard
Bats
Ice Spirit Zap P.E.K.K.A Electro Wizard
Zap
Ice Spirit Electro Wizard Bats Arrows P.E.K.K.A
Arrows
Zap P.E.K.K.A
Battle Ram
P.E.K.K.A
Ice Spirit Bats Zap Arrows Electro Wizard
Electro Wizard
Zap Ice Spirit Bats P.E.K.K.A
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 Electro Wizard
P.E.K.K.A Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
Arrows P.E.K.K.A
Arrows Bats Zap Electro Wizard
Bats Electro Wizard Ice Spirit Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Electro Wizard
Bats Electro Wizard Zap Arrows
Arrows Bats Zap Electro Wizard
P.E.K.K.A Ice Spirit Bats Zap Electro Wizard
Ice Spirit Bats Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Zap P.E.K.K.A Electro Wizard
Bats Arrows P.E.K.K.A Electro Wizard
Ice Spirit Arrows Bats Zap Electro Wizard
Zap Arrows Ice Spirit Bats Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows 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.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows
P.E.K.K.A Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A
Arrows Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A
Electro Wizard Ice Spirit Bats Zap P.E.K.K.A
Bats Arrows Zap P.E.K.K.A Electro Wizard
Arrows

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
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Ice Spirit Bats Zap
Arrows
Arrows Ice Spirit Zap
Arrows Zap
Bats Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Ice Spirit
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Electro Wizard Ice Spirit Bats
Zap Arrows
Zap Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Ice Spirit Bats
Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Ice Spirit Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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