My Best Clash Royale Deck

Deck Check Rating

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

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.

Flying Machine Wizard Phoenix

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 Knight Flying Machine Wizard P.E.K.K.A Phoenix

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

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 Knight Heal Spirit Flying Machine P.E.K.K.A Phoenix

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
Phoenix
Giant Snowball
Flying Machine
Zap
Flying Machine
Barbarian Barrel
Ice Spirit Knight Heal Spirit Wizard
The Log
Ice Spirit Heal Spirit
Earthquake
Arrows
Ice Spirit Heal Spirit Flying Machine
Royal Delivery
Ice Spirit Knight Heal Spirit Flying Machine Wizard P.E.K.K.A
Fireball
Flying Machine Wizard
Poison
Flying Machine Wizard Phoenix
Lightning
Knight Wizard Phoenix
Rocket
Wizard Phoenix

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

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 Knight Heal Spirit 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 Heal Spirit 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 Heal Spirit Arrows Knight Flying Machine Phoenix Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Heal Spirit Arrows Knight

Attack Synergies 3 10

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
Knight P.E.K.K.A Phoenix
Arrows
P.E.K.K.A Knight Phoenix
Knight
Ice Spirit Arrows Heal Spirit Flying Machine Wizard
Heal Spirit
Knight Wizard P.E.K.K.A
Flying Machine
Knight P.E.K.K.A
Wizard
Knight Heal Spirit P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Heal Spirit Flying Machine Wizard
Phoenix
Ice Spirit Arrows

Defense Synergies 0 13

Ice Spirit
Knight Flying Machine Wizard P.E.K.K.A Phoenix
Arrows
Knight P.E.K.K.A Phoenix
Knight
Ice Spirit Arrows Flying Machine Wizard Phoenix
Heal Spirit
Flying Machine
Ice Spirit Knight P.E.K.K.A
Wizard
Ice Spirit Knight P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Flying Machine Wizard
Phoenix
Ice Spirit Arrows Knight

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.

Knight Flying Machine Wizard
P.E.K.K.A Ice Spirit Knight Flying Machine Phoenix
P.E.K.K.A Knight
P.E.K.K.A Knight Phoenix
Arrows P.E.K.K.A
Arrows Flying Machine
Ice Spirit Arrows Flying Machine Wizard Phoenix
Arrows Flying Machine P.E.K.K.A Phoenix
P.E.K.K.A Phoenix
Knight Ice Spirit Phoenix
Arrows Knight Flying Machine Wizard
Arrows Flying Machine Wizard Phoenix
P.E.K.K.A Ice Spirit Knight Flying Machine Wizard
Wizard Ice Spirit Arrows P.E.K.K.A
P.E.K.K.A Knight Phoenix
Ice Spirit P.E.K.K.A
Wizard Arrows Knight P.E.K.K.A
Ice Spirit Arrows Knight Flying Machine Wizard
Arrows Wizard Ice Spirit Knight Flying Machine
P.E.K.K.A Phoenix
Wizard Arrows Knight Flying Machine 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 P.E.K.K.A
Arrows Knight Flying Machine Wizard Phoenix
P.E.K.K.A Ice Spirit Knight
P.E.K.K.A Knight Phoenix
P.E.K.K.A Knight Phoenix
Arrows Wizard Ice Spirit Flying Machine
P.E.K.K.A Knight Flying Machine Phoenix
P.E.K.K.A Knight Phoenix
P.E.K.K.A Ice Spirit Knight Flying Machine Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Knight Flying Machine Phoenix
P.E.K.K.A Arrows Phoenix
P.E.K.K.A Knight Wizard
Wizard Flying Machine
Phoenix Ice Spirit Knight Flying Machine P.E.K.K.A
Arrows Flying Machine Wizard P.E.K.K.A Phoenix
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 Knight Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows Knight Flying Machine
Wizard Arrows
Arrows Wizard Ice Spirit Flying Machine
Arrows Flying Machine Wizard
Arrows Ice Spirit Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows Knight Flying Machine Wizard
Arrows Flying Machine Wizard
Flying Machine Knight
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows
Arrows Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows Wizard
Arrows Flying Machine
Arrows Ice Spirit Wizard
Arrows Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows
Arrows Flying Machine Wizard
Ice Spirit Flying Machine Wizard
Arrows Wizard
Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard
Ice Spirit Flying Machine
Arrows Flying Machine Wizard
Arrows
Knight Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows
Flying Machine P.E.K.K.A
Ice Spirit Flying Machine
Flying Machine
Flying Machine
P.E.K.K.A
Wizard

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