My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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 Ice Golem Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Ice Golem Electro Dragon P.E.K.K.A

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.

Arrows The Log

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 Golem 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 Guards
Giant Snowball
Bats Cannon Guards Electro Dragon
Zap
Bats Cannon Guards
Barbarian Barrel
Cannon Guards
The Log
Cannon Guards
Earthquake
Cannon Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Electro Dragon P.E.K.K.A
Fireball
Cannon Electro Dragon
Poison
Bats Cannon Guards Electro Dragon
Lightning
Cannon Ice Golem Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem 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.

Bats Arrows Ice Golem Guards 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 Golem

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.

Bats Ice Golem The Log Arrows Cannon Guards Electro Dragon P.E.K.K.A

Shortest cycle

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

9 Bats Ice Golem The Log Arrows

Attack Synergies 2 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.

Bats
Ice Golem P.E.K.K.A
Arrows
P.E.K.K.A
Cannon
Ice Golem
Bats Electro Dragon
Guards
The Log
Electro Dragon
Ice Golem P.E.K.K.A
P.E.K.K.A
Arrows Bats Electro Dragon The Log
The Log
Guards P.E.K.K.A

Defense Synergies 3 15

Bats
Cannon Ice Golem P.E.K.K.A The Log
Arrows
Cannon Ice Golem P.E.K.K.A
Cannon
Ice Golem The Log Bats Arrows Guards Electro Dragon
Ice Golem
Cannon Bats Arrows Guards Electro Dragon The Log
Guards
Cannon Ice Golem Electro Dragon The Log
Electro Dragon
Cannon Ice Golem Guards The Log
P.E.K.K.A
The Log Bats Arrows
The Log
Cannon P.E.K.K.A Bats Ice Golem Guards Electro Dragon

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.

Cannon Ice Golem Electro Dragon The Log
P.E.K.K.A Bats Cannon Electro Dragon The Log
Cannon P.E.K.K.A Bats Electro Dragon
Cannon P.E.K.K.A Bats Guards Electro Dragon
Arrows P.E.K.K.A The Log
Arrows The Log Bats Cannon Guards Electro Dragon
Bats Arrows Cannon Electro Dragon
Arrows Cannon Ice Golem Electro Dragon P.E.K.K.A The Log
Cannon P.E.K.K.A
Guards Cannon Ice Golem
Bats Guards Arrows Cannon Ice Golem Electro Dragon The Log
Arrows Bats Electro Dragon
Cannon P.E.K.K.A Bats Guards Electro Dragon The Log
Bats Arrows Cannon Guards Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Cannon
Cannon P.E.K.K.A The Log
Bats Arrows Cannon Electro Dragon P.E.K.K.A
Arrows Cannon Bats Guards Electro Dragon The Log
Arrows The Log Bats Cannon Ice Golem Guards Electro Dragon
P.E.K.K.A Cannon
Bats Arrows Cannon Guards Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Guards Ice Golem P.E.K.K.A
Arrows Ice Golem Electro Dragon The Log
Guards P.E.K.K.A Bats Ice Golem Electro Dragon The Log
Guards P.E.K.K.A Bats Ice Golem The Log
P.E.K.K.A Cannon Guards
Arrows Bats Ice Golem Electro Dragon
Guards P.E.K.K.A Bats Ice Golem
P.E.K.K.A
Electro Dragon P.E.K.K.A Bats Ice Golem The Log
P.E.K.K.A Cannon Guards
P.E.K.K.A Bats Guards Electro Dragon
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Cannon Ice Golem Guards
Cannon Electro Dragon
Guards Electro Dragon Bats Ice Golem P.E.K.K.A The Log
Bats Arrows Cannon Ice Golem Electro Dragon P.E.K.K.A The Log
Arrows Cannon

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 Ice Golem Guards Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Ice Golem Guards The Log
Arrows The Log
Arrows Bats Ice Golem Electro Dragon
Arrows The Log
Arrows The Log Ice Golem Electro Dragon
Arrows The Log Electro Dragon
Bats Guards Electro Dragon
Arrows Electro Dragon The Log
Arrows Electro Dragon
Ice Golem The Log
Arrows Electro Dragon
Arrows Ice Golem The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows
Bats
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
The Log
Arrows
The Log
Arrows Electro Dragon The Log
Arrows Ice Golem The Log Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Dragon The Log
Arrows The Log
Bats Arrows Ice Golem Electro Dragon
Electro Dragon Bats Guards
Arrows Electro Dragon The Log
Arrows Electro Dragon
P.E.K.K.A
Arrows The Log
Bats Guards Electro Dragon
Arrows Electro Dragon
Arrows The Log
Electro Dragon
Arrows The Log Ice Golem Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Bats Guards The Log
Bats Electro Dragon
Electro Dragon The Log
P.E.K.K.A
Electro Dragon

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