My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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 Skeleton Barrel P.E.K.K.A

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows Earthquake The Log

Punishments

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

Skeleton Barrel

Pump responses

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

Earthquake

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 Skeleton Barrel 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.

Skeleton Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Earthquake 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.

Ice Spirit Arrows Knight Skeleton Barrel 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 Spirit

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 The Log Arrows Knight Skeleton Barrel Earthquake Guards P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Knight

Attack Synergies 4 12

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 Skeleton Barrel Guards
Arrows
P.E.K.K.A Knight Skeleton Barrel Earthquake
Knight
Ice Spirit Skeleton Barrel Arrows Earthquake The Log
Skeleton Barrel
Knight Ice Spirit Arrows Guards
Earthquake
Arrows Knight P.E.K.K.A The Log
Guards
Ice Spirit Skeleton Barrel The Log
P.E.K.K.A
Ice Spirit Arrows Earthquake The Log
The Log
Knight Earthquake Guards P.E.K.K.A

Defense Synergies 1 11

Ice Spirit
Knight Earthquake Guards P.E.K.K.A The Log
Arrows
Knight P.E.K.K.A
Knight
Ice Spirit Arrows Earthquake The Log
Skeleton Barrel
Earthquake
Ice Spirit Knight The Log
Guards
Ice Spirit The Log
P.E.K.K.A
The Log Ice Spirit Arrows
The Log
P.E.K.K.A Ice Spirit Knight Earthquake Guards

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.

Earthquake Knight Skeleton Barrel The Log
P.E.K.K.A Ice Spirit Knight The Log
P.E.K.K.A Knight
P.E.K.K.A Knight Guards
Arrows Earthquake P.E.K.K.A The Log
Arrows The Log Earthquake Guards
Ice Spirit Arrows
Earthquake Arrows Skeleton Barrel P.E.K.K.A The Log
P.E.K.K.A
Knight Guards Ice Spirit
Guards Arrows Knight Earthquake The Log
Arrows
P.E.K.K.A Ice Spirit Knight Earthquake Guards The Log
Ice Spirit Arrows Earthquake Guards P.E.K.K.A The Log
P.E.K.K.A Knight
Ice Spirit P.E.K.K.A The Log
Arrows Knight P.E.K.K.A
Ice Spirit Arrows Knight Guards The Log
Arrows Earthquake The Log Ice Spirit Knight Guards
P.E.K.K.A
Arrows Knight Earthquake Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A
Arrows Knight Skeleton Barrel The Log
Guards P.E.K.K.A Ice Spirit Knight The Log
Guards P.E.K.K.A Knight The Log
P.E.K.K.A Knight Guards
Arrows Ice Spirit Skeleton Barrel
Guards P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Ice Spirit Knight The Log
P.E.K.K.A Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Knight Guards
Guards Ice Spirit Knight P.E.K.K.A The Log
Arrows Earthquake P.E.K.K.A The Log
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.)

Skeleton Barrel Earthquake Arrows Knight Guards The Log
Arrows Skeleton Barrel The Log
Earthquake Arrows Skeleton Barrel The Log
Earthquake Arrows Knight Skeleton Barrel Guards The Log
Arrows Earthquake The Log
Arrows Ice Spirit Skeleton Barrel
Arrows Earthquake The Log
Arrows Earthquake The Log Ice Spirit Skeleton Barrel
Arrows The Log Skeleton Barrel
Guards
Arrows Knight Skeleton Barrel Earthquake The Log
Arrows
Earthquake Knight Skeleton Barrel The Log
Earthquake Arrows Skeleton Barrel
Earthquake Arrows Skeleton Barrel The Log
Earthquake Arrows Skeleton Barrel The Log
Earthquake Arrows Skeleton Barrel The Log
Arrows Earthquake
Arrows Skeleton Barrel Earthquake The Log
Arrows Skeleton Barrel Earthquake The Log
Earthquake The Log
Arrows
The Log
Earthquake Arrows Skeleton Barrel The Log
Arrows Earthquake The Log Ice Spirit
Arrows The Log Skeleton Barrel Earthquake
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Arrows
Ice Spirit Skeleton Barrel Guards
Arrows Earthquake The Log
Ice Spirit Arrows
P.E.K.K.A
Arrows Earthquake The Log
Skeleton Barrel Earthquake Ice Spirit Guards
Arrows
Arrows The Log
Knight
Arrows The Log Skeleton Barrel Earthquake
Arrows
P.E.K.K.A
Ice Spirit Guards The Log
Skeleton Barrel The Log
P.E.K.K.A

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