My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Bats Wizard

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 Bats 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.

Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Goblin Barrel Mega Knight

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 P.E.K.K.A Mega Knight

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

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
Bats Goblin Barrel
Giant Snowball
Bats Goblin Barrel
Zap
Bats Goblin Barrel
Barbarian Barrel
Ice Spirit Wizard Goblin Barrel
The Log
Ice Spirit Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Ice Spirit Bats Goblin Barrel
Royal Delivery
Ice Spirit Bats Wizard Goblin Barrel P.E.K.K.A
Fireball
Wizard Goblin Barrel
Poison
Bats Wizard
Lightning
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 The Log 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 Bats Arrows P.E.K.K.A Mega Knight

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 Wizard Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Ice Spirit Bats The Log Arrows Goblin Barrel Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Ice Spirit Bats The Log Arrows

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
Goblin Barrel P.E.K.K.A Bats Mega Knight
Bats
Mega Knight Ice Spirit Goblin Barrel P.E.K.K.A
Arrows
P.E.K.K.A Goblin Barrel Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
Ice Spirit Bats Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Ice Spirit Arrows Bats Wizard Goblin Barrel The Log
The Log
P.E.K.K.A Mega Knight
Mega Knight
Bats Ice Spirit Arrows Wizard Goblin Barrel The Log

Defense Synergies 2 13

Ice Spirit
Bats Wizard P.E.K.K.A The Log Mega Knight
Bats
Ice Spirit P.E.K.K.A The Log Mega Knight
Arrows
Mega Knight P.E.K.K.A
Wizard
Ice Spirit P.E.K.K.A The Log Mega Knight
Goblin Barrel
P.E.K.K.A
The Log Ice Spirit Bats Arrows Wizard
The Log
P.E.K.K.A Ice Spirit Bats Wizard Mega Knight
Mega Knight
Arrows Ice Spirit Bats Wizard The Log

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.

Wizard The Log
P.E.K.K.A Ice Spirit Bats The Log Mega Knight
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Bats Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Mega Knight
Bats Ice Spirit Arrows Wizard
Arrows P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Ice Spirit Mega Knight
Bats Arrows Wizard The Log Mega Knight
Arrows Bats Wizard
P.E.K.K.A Mega Knight Ice Spirit Bats Wizard The Log
Wizard Mega Knight Ice Spirit Bats Arrows P.E.K.K.A The Log
P.E.K.K.A Mega Knight
Ice Spirit P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Bats Arrows P.E.K.K.A
Ice Spirit Arrows Mega Knight Bats Wizard The Log
Arrows Wizard The Log Ice Spirit Bats Mega Knight
P.E.K.K.A
Wizard Mega Knight Bats Arrows P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A
Arrows Wizard The Log Mega Knight
P.E.K.K.A Mega Knight Ice Spirit Bats The Log
P.E.K.K.A Mega Knight Bats The Log
P.E.K.K.A Mega Knight
Arrows Wizard Ice Spirit Bats
P.E.K.K.A Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Ice Spirit Bats The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Arrows The Log
P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight
Ice Spirit Bats P.E.K.K.A The Log
Bats Arrows Mega Knight Wizard 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.)

Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Ice Spirit Bats
Arrows Wizard The Log
Arrows The Log Ice Spirit Wizard
Arrows The Log Wizard
Bats
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log Mega Knight
Arrows
Bats
Arrows Wizard The Log Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Ice Spirit Wizard Mega Knight
Arrows The Log Wizard
Arrows Wizard The Log Mega Knight
Arrows The Log
Bats Arrows Wizard
Ice Spirit Bats Wizard
Arrows Wizard The Log Mega Knight
Ice Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard The Log
Ice Spirit Bats
Arrows Wizard
Arrows The Log
Wizard Mega Knight
Arrows The Log Wizard
Arrows
P.E.K.K.A Mega Knight
Ice Spirit Bats The Log
Bats
The Log Mega Knight
P.E.K.K.A
Wizard Mega Knight

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