My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Bad

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Electro Wizard Little Prince

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 Battle Ram P.E.K.K.A Bandit Electro Wizard Little Prince

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram Bandit

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 Mini P.E.K.K.A Battle Ram P.E.K.K.A Bandit

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.

Mini P.E.K.K.A Bandit Electro Wizard

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
Battle Ram Bandit
Giant Snowball
Battle Ram Little Prince
Zap
Battle Ram Bandit Little Prince
Barbarian Barrel
Ice Spirit Battle Ram Bandit Electro Wizard Little Prince
The Log
Ice Spirit Mini P.E.K.K.A Battle Ram Bandit Little Prince
Earthquake
Arrows
Ice Spirit Little Prince
Royal Delivery
Ice Spirit Mini P.E.K.K.A Battle Ram P.E.K.K.A Bandit Electro Wizard Little Prince
Fireball
Battle Ram Bandit Electro Wizard Little Prince
Poison
Electro Wizard Little Prince
Lightning
Mini P.E.K.K.A Battle Ram Bandit Electro Wizard Little Prince
Rocket
Little Prince

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

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 Mini P.E.K.K.A Battle Ram 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 Electro 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.

Ice Spirit Arrows Bandit Little Prince Mini P.E.K.K.A Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Arrows Bandit Little Prince

Attack Synergies 5 11

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
Battle Ram P.E.K.K.A Mini P.E.K.K.A Bandit
Arrows
P.E.K.K.A Mini P.E.K.K.A Battle Ram Bandit
Mini P.E.K.K.A
Ice Spirit Arrows Electro Wizard Little Prince
Battle Ram
Ice Spirit Bandit Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Arrows Electro Wizard Battle Ram
Bandit
Battle Ram Ice Spirit Arrows Electro Wizard Little Prince
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Battle Ram Bandit
Little Prince
Mini P.E.K.K.A Bandit

Defense Synergies 2 12

Ice Spirit
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Little Prince
Arrows
Mini P.E.K.K.A P.E.K.K.A Bandit Little Prince
Mini P.E.K.K.A
Ice Spirit Electro Wizard Arrows
Battle Ram
P.E.K.K.A
Ice Spirit Arrows Electro Wizard
Bandit
Ice Spirit Arrows Electro Wizard Little Prince
Electro Wizard
Mini P.E.K.K.A Ice Spirit P.E.K.K.A Bandit Little Prince
Little Prince
Ice Spirit Arrows Bandit Electro 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.

Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Bandit Electro Wizard
Electro Wizard Ice Spirit Arrows Little Prince
Arrows P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Ice Spirit Mini P.E.K.K.A Bandit Electro Wizard Little Prince
Electro Wizard Arrows Bandit
Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bandit Electro Wizard
Ice Spirit Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Ice Spirit Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Ice Spirit Arrows Bandit Electro Wizard Little Prince
Arrows Ice Spirit Bandit Electro Wizard Little Prince
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Little Prince
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Arrows Mini P.E.K.K.A
P.E.K.K.A Bandit Ice Spirit Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Bandit
Arrows Ice Spirit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Ice Spirit Mini P.E.K.K.A Bandit
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit
Electro Wizard Ice Spirit Mini P.E.K.K.A P.E.K.K.A Little Prince
Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Electro 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 Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows
Arrows
Arrows Ice Spirit
Arrows
Arrows Ice Spirit
Arrows Bandit
Mini P.E.K.K.A Electro Wizard
Arrows Bandit Electro Wizard
Arrows
Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows Bandit
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Bandit Electro Wizard
Arrows Little Prince
Arrows
Arrows
Arrows Ice Spirit Little Prince
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows Bandit
Arrows Electro Wizard Little Prince
Electro Wizard Ice Spirit
Mini P.E.K.K.A
Arrows Bandit
Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Ice Spirit Bandit
Arrows Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows
Arrows
P.E.K.K.A
Ice Spirit Electro Wizard
Electro Wizard
Bandit Electro Wizard Little Prince
P.E.K.K.A

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