My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Tesla Wizard

Defensive buildings

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

Tesla

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 Tesla Wizard P.E.K.K.A Mega Knight

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

Punishments

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

Goblin Gang Mega Knight

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 Goblin Gang P.E.K.K.A Mega Knight

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
Goblin Gang Guards
Giant Snowball
Goblin Gang Guards
Zap
Goblin Gang Guards
Barbarian Barrel
Ice Spirit Goblin Gang Tesla Wizard Guards
The Log
Ice Spirit Goblin Gang Guards
Earthquake
Goblin Gang Tesla Guards
Arrows
Ice Spirit Goblin Gang Guards
Royal Delivery
Ice Spirit Goblin Gang Wizard Guards P.E.K.K.A
Fireball
Goblin Gang Tesla Wizard
Poison
Goblin Gang Wizard Guards
Lightning
Tesla Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Mega Knight

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 Arrows Guards P.E.K.K.A Mega Knight

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 Goblin Gang 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 Arrows Goblin Gang Guards Tesla Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Ice Spirit Arrows Goblin Gang Guards

Attack Synergies 2 6

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 Guards Mega Knight
Arrows
P.E.K.K.A Mega Knight
Goblin Gang
P.E.K.K.A
Tesla
Wizard
P.E.K.K.A Mega Knight
Guards
Ice Spirit
P.E.K.K.A
Ice Spirit Arrows Goblin Gang Wizard
Mega Knight
Ice Spirit Arrows Wizard

Defense Synergies 3 14

Ice Spirit
Goblin Gang Tesla Wizard Guards P.E.K.K.A Mega Knight
Arrows
Mega Knight Tesla P.E.K.K.A
Goblin Gang
Ice Spirit Tesla Guards P.E.K.K.A
Tesla
Goblin Gang Ice Spirit Arrows Wizard Guards
Wizard
Ice Spirit Tesla Guards P.E.K.K.A Mega Knight
Guards
Ice Spirit Goblin Gang Tesla Wizard
P.E.K.K.A
Ice Spirit Arrows Goblin Gang Wizard
Mega Knight
Arrows Ice Spirit Wizard

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.

Tesla Wizard
P.E.K.K.A Ice Spirit Goblin Gang Tesla Mega Knight
Goblin Gang Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Goblin Gang Guards Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Goblin Gang Tesla Guards Mega Knight
Tesla Ice Spirit Arrows Goblin Gang Wizard
Arrows Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Goblin Gang
Goblin Gang Guards Ice Spirit Tesla Mega Knight
Goblin Gang Guards Arrows Tesla Wizard Mega Knight
Arrows Tesla Goblin Gang Wizard
Tesla P.E.K.K.A Mega Knight Ice Spirit Goblin Gang Wizard Guards
Wizard Mega Knight Ice Spirit Arrows Goblin Gang Tesla Guards P.E.K.K.A
P.E.K.K.A Goblin Gang Tesla Mega Knight
Ice Spirit Goblin Gang Tesla P.E.K.K.A Mega Knight
Tesla Wizard Mega Knight Arrows Goblin Gang P.E.K.K.A
Ice Spirit Arrows Tesla Mega Knight Goblin Gang Wizard Guards
Arrows Wizard Ice Spirit Tesla Guards Mega Knight
P.E.K.K.A Tesla
Goblin Gang Wizard Mega Knight Arrows Tesla Guards P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Tesla P.E.K.K.A
Arrows Goblin Gang Tesla Wizard Mega Knight
Goblin Gang Guards P.E.K.K.A Mega Knight Ice Spirit
Goblin Gang Guards P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Goblin Gang Tesla Guards Mega Knight
Arrows Wizard Ice Spirit Goblin Gang Tesla
Goblin Gang Guards P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Mega Knight Ice Spirit
P.E.K.K.A Goblin Gang Tesla Guards
P.E.K.K.A Mega Knight Tesla Guards
P.E.K.K.A Mega Knight Arrows Guards
P.E.K.K.A Mega Knight Goblin Gang Tesla Wizard Guards
Wizard Tesla Mega Knight
Goblin Gang Tesla Guards Ice Spirit P.E.K.K.A
Arrows Mega Knight Tesla Wizard P.E.K.K.A
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 Guards
Arrows
Arrows
Arrows Guards
Wizard Arrows Mega Knight
Arrows Wizard Ice Spirit
Arrows Wizard
Arrows Ice Spirit Wizard
Arrows Wizard
Goblin Gang Guards
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Ice Spirit Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Ice Spirit Wizard Guards
Arrows Wizard Mega Knight
Ice Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Ice Spirit Goblin Gang Guards
Arrows Wizard
Arrows
Goblin Gang Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Ice Spirit Goblin Gang Guards
Mega Knight
P.E.K.K.A
Wizard Mega Knight

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