My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Wizard P.E.K.K.A Fisherman Goblinstein

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 The Log

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 P.E.K.K.A

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
Guards Fisherman
Giant Snowball
Guards Fisherman
Zap
Guards Fisherman
Barbarian Barrel
Ice Spirit Wizard Guards
The Log
Ice Spirit Guards Fisherman
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Wizard Guards P.E.K.K.A Fisherman
Fireball
Wizard Fisherman
Poison
Wizard Guards Fisherman
Lightning
Wizard Fisherman Goblinstein
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

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 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 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.

RIP

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 Guards Fisherman Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Guards

Attack Synergies 2 7

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
P.E.K.K.A Guards Fisherman
Arrows
P.E.K.K.A
Wizard
P.E.K.K.A
Guards
Ice Spirit The Log
P.E.K.K.A
Ice Spirit Arrows Wizard The Log Fisherman
The Log
Guards P.E.K.K.A Fisherman
Fisherman
Ice Spirit P.E.K.K.A The Log
Goblinstein

Defense Synergies 2 12

Ice Spirit
Wizard Guards P.E.K.K.A The Log Fisherman
Arrows
P.E.K.K.A
Wizard
Ice Spirit Guards P.E.K.K.A The Log
Guards
Fisherman Ice Spirit Wizard The Log
P.E.K.K.A
The Log Ice Spirit Arrows Wizard Fisherman
The Log
P.E.K.K.A Ice Spirit Wizard Guards Fisherman
Fisherman
Guards Ice Spirit P.E.K.K.A The Log
Goblinstein

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 The Log Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Guards Fisherman
Arrows P.E.K.K.A The Log
Arrows The Log Guards
Ice Spirit Arrows Wizard
Arrows P.E.K.K.A The Log
P.E.K.K.A Fisherman
Guards Ice Spirit Fisherman
Guards Arrows Wizard The Log Fisherman
Arrows Wizard
P.E.K.K.A Ice Spirit Wizard Guards The Log
Wizard Ice Spirit Arrows Guards P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit P.E.K.K.A The Log Fisherman
Wizard Arrows P.E.K.K.A Fisherman
Ice Spirit Arrows Wizard Guards The Log Fisherman
Arrows Wizard The Log Ice Spirit Guards Fisherman
P.E.K.K.A Fisherman
Wizard Arrows Guards P.E.K.K.A The Log Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Arrows Wizard The Log Fisherman
Guards P.E.K.K.A Ice Spirit The Log Fisherman
Guards P.E.K.K.A The Log Fisherman
P.E.K.K.A Guards Fisherman
Arrows Wizard Ice Spirit
Guards P.E.K.K.A
P.E.K.K.A Fisherman
P.E.K.K.A Ice Spirit The Log
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Wizard Guards
Wizard
Guards Ice Spirit P.E.K.K.A The Log Fisherman
Arrows 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 Guards The Log
Arrows The Log Fisherman
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log
Arrows Wizard Ice Spirit
Arrows Wizard The Log
Arrows The Log Ice Spirit Wizard
Arrows The Log Wizard Fisherman
Guards Fisherman
Arrows Wizard The Log Fisherman
Arrows Wizard
The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Fisherman
Arrows Wizard The Log Fisherman
Arrows Wizard The Log
The Log
Arrows Wizard
The Log Fisherman
Arrows The Log
Arrows The Log Ice Spirit Wizard
Fisherman
Arrows The Log Wizard Fisherman
Arrows Wizard The Log Fisherman
Arrows The Log Fisherman
Arrows Wizard
Ice Spirit Wizard Guards
Arrows Wizard The Log
Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard The Log
Ice Spirit Guards
Arrows Wizard
Arrows The Log
Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
Ice Spirit Guards The Log
The Log
P.E.K.K.A
Wizard

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