My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

Knight P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Arrows Tornado

Punishments

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

Miner

Pump responses

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

Miner

Dropped at the bridge

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

Knight 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.

Miner

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
Guards Miner
Giant Snowball
Guards Miner
Zap
Guards
Barbarian Barrel
Knight Guards Ice Wizard
The Log
Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Guards P.E.K.K.A Miner Ice Wizard
Fireball
Ice Wizard
Poison
Guards Ice Wizard
Lightning
Knight Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Ice Wizard

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.

Arrows Knight Guards Tornado P.E.K.K.A Miner Ice Wizard

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Guards Tornado Miner Ice Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Guards

Attack Synergies 7 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.

Zap
Arrows Tornado P.E.K.K.A Miner Knight Guards Ice Wizard
Arrows
Zap P.E.K.K.A Knight Miner
Knight
Zap Arrows Miner Ice Wizard
Guards
Miner Zap
Tornado
Zap P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap Arrows Tornado Ice Wizard
Miner
Zap Guards Arrows Knight
Ice Wizard
Zap Knight Tornado P.E.K.K.A

Defense Synergies 3 14

Zap
Arrows Knight Guards Tornado P.E.K.K.A Miner Ice Wizard
Arrows
Zap Knight Tornado P.E.K.K.A Ice Wizard
Knight
Ice Wizard Zap Arrows Tornado
Guards
Zap Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Zap Arrows Knight
P.E.K.K.A
Tornado Zap Arrows Ice Wizard
Miner
Zap
Ice Wizard
Knight Tornado Zap Arrows Guards P.E.K.K.A

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 Knight
P.E.K.K.A Zap Knight Ice Wizard
Tornado P.E.K.K.A Knight Ice Wizard
P.E.K.K.A Knight Guards Ice Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Zap Guards Ice Wizard
Tornado Zap Arrows Ice Wizard
Zap Arrows P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Knight Guards Tornado Miner Ice Wizard
Guards Ice Wizard Zap Arrows Knight Tornado
Arrows Zap Tornado Ice Wizard
P.E.K.K.A Zap Knight Guards Ice Wizard
Zap Arrows Guards Tornado P.E.K.K.A
P.E.K.K.A Knight
Tornado Zap P.E.K.K.A
Arrows Knight Tornado P.E.K.K.A
Arrows Zap Knight Guards Tornado Ice Wizard
Zap Arrows Tornado Knight Guards Ice Wizard
P.E.K.K.A Tornado
Arrows Knight Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Zap P.E.K.K.A
Zap Arrows Knight Miner
Guards P.E.K.K.A Zap Knight
Guards P.E.K.K.A Zap Knight Tornado
P.E.K.K.A Knight Guards
Arrows Zap Tornado Ice Wizard
Guards P.E.K.K.A Knight Ice Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Knight Tornado
P.E.K.K.A Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Zap Arrows Guards Tornado
P.E.K.K.A Knight Guards
Guards Zap Knight Tornado P.E.K.K.A
Arrows Zap P.E.K.K.A Ice Wizard
Zap Arrows Ice 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.)

Arrows Knight Guards
Arrows Zap Tornado Miner Ice Wizard
Arrows Miner
Arrows Knight Guards
Zap Arrows
Arrows Zap Tornado Ice Wizard
Arrows Tornado
Arrows Zap Tornado Ice Wizard
Arrows Miner Zap Tornado
Guards Tornado
Miner Zap Arrows Knight Tornado
Zap Arrows Tornado
Knight Miner
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows Tornado
Zap Arrows
Zap Arrows Tornado Miner
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Ice Wizard
Arrows Miner Zap Tornado Ice Wizard
Zap Arrows Tornado Miner
Miner Zap Arrows Tornado
Zap Arrows Tornado Ice Wizard
Zap Guards
Zap Arrows Miner
Zap Arrows
P.E.K.K.A
Arrows
Zap Guards
Zap Arrows Tornado Ice Wizard
Arrows
Miner Knight
Arrows Zap
Zap Arrows Tornado
P.E.K.K.A
Zap Guards Tornado
Zap Tornado
Zap Tornado Miner
P.E.K.K.A

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