My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings 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!
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

Defensive buildings

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

Mortar

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 P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Mortar Goblin Barrel

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.

Mortar Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Mortar 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.

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

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 Mortar

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 Clone P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Barrel 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.

Mirror Ice Spirit Arrows Goblin Barrel Clone Mortar Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Ice Spirit Arrows Goblin Barrel

Attack Synergies 6 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
Goblin Barrel P.E.K.K.A Mortar
Arrows
Mirror P.E.K.K.A Mortar Goblin Barrel
Mortar
Ice Spirit Arrows
Mirror
Arrows Goblin Barrel
Goblin Barrel
Ice Spirit Mirror Arrows Clone P.E.K.K.A
Clone
Goblin Barrel Electro Wizard
P.E.K.K.A
Ice Spirit Arrows Electro Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Clone

Defense Synergies 1 9

Ice Spirit
Mortar P.E.K.K.A Electro Wizard
Arrows
Mirror Mortar P.E.K.K.A
Mortar
Ice Spirit Arrows Mirror Electro Wizard
Mirror
Arrows Mortar Electro Wizard
Goblin Barrel
Clone
P.E.K.K.A
Ice Spirit Arrows Electro Wizard
Electro Wizard
Ice Spirit Mortar Mirror P.E.K.K.A

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.

Mortar Electro Wizard
P.E.K.K.A Ice Spirit Mortar Electro Wizard
Mortar P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Arrows P.E.K.K.A
Arrows Electro Wizard
Electro Wizard Ice Spirit Arrows Mortar
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar
Ice Spirit Electro Wizard
Electro Wizard Arrows
Arrows Electro Wizard
Mortar P.E.K.K.A Ice Spirit Electro Wizard
Ice Spirit Arrows Mortar P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Ice Spirit Mortar P.E.K.K.A Electro Wizard
Arrows Mortar P.E.K.K.A Electro Wizard
Ice Spirit Arrows Mortar Electro Wizard
Arrows Mortar Ice Spirit Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar

Counters to secondary win conditions

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

P.E.K.K.A Electro Wizard
Electro Wizard Arrows Mortar
P.E.K.K.A Ice Spirit Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Ice Spirit Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Ice Spirit Mortar
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Electro Wizard Ice Spirit Mortar P.E.K.K.A
Arrows P.E.K.K.A Electro Wizard
Arrows Mortar 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 Mortar
Arrows Mortar Electro Wizard
Arrows
Arrows
Arrows Mortar
Arrows Ice Spirit
Arrows Mortar
Arrows Ice Spirit
Arrows Mortar
Electro Wizard
Arrows Mortar Electro Wizard
Arrows
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar Electro Wizard
Arrows Mortar
Arrows
Arrows Mortar
Arrows Ice Spirit Mortar
Arrows Mortar Electro Wizard
Arrows Mortar
Arrows Mortar
Arrows Electro Wizard
Electro Wizard Ice Spirit
Arrows Mortar
Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Ice Spirit
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Mortar
Arrows
P.E.K.K.A
Ice Spirit Electro Wizard
Electro Wizard
Mortar Electro Wizard
P.E.K.K.A
Mortar

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