My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Bats Archers 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 Archers Wizard P.E.K.K.A

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 Tornado

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

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 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.

Mini 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
Bats Archers
Giant Snowball
Bats Archers
Zap
Bats Archers
Barbarian Barrel
Ice Spirit Archers Wizard
The Log
Ice Spirit Archers Mini P.E.K.K.A
Earthquake
Archers
Arrows
Ice Spirit Bats Archers
Royal Delivery
Ice Spirit Bats Archers Mini P.E.K.K.A Wizard P.E.K.K.A
Fireball
Archers Wizard
Poison
Bats Archers Wizard
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Tornado

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 Mini P.E.K.K.A Tornado 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Archers Arrows Tornado Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Bats Archers 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
P.E.K.K.A Bats Archers Mini P.E.K.K.A
Bats
Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Archers
Ice Spirit Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows
P.E.K.K.A Archers Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Bats Archers Arrows Wizard Tornado
Wizard
Tornado Mini P.E.K.K.A P.E.K.K.A
Tornado
Wizard P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Tornado Bats Archers Wizard

Defense Synergies 3 16

Ice Spirit
Mini P.E.K.K.A Bats Archers Wizard Tornado P.E.K.K.A
Bats
Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Archers
Ice Spirit Mini P.E.K.K.A Tornado P.E.K.K.A
Arrows
Mini P.E.K.K.A Tornado P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Bats Archers Arrows Wizard Tornado
Wizard
Tornado Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Tornado
Wizard P.E.K.K.A Ice Spirit Archers Arrows Mini P.E.K.K.A
P.E.K.K.A
Tornado Ice Spirit Bats Archers Arrows 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.

Wizard
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bats
Mini P.E.K.K.A Tornado P.E.K.K.A Bats Archers
Mini P.E.K.K.A P.E.K.K.A Bats
Arrows Mini P.E.K.K.A Tornado P.E.K.K.A
Arrows Tornado Bats Archers
Bats Tornado Ice Spirit Archers Arrows Wizard
Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Tornado
Tornado Ice Spirit Archers Mini P.E.K.K.A
Bats Archers Arrows Wizard Tornado
Arrows Bats Archers Wizard Tornado
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bats Wizard
Wizard Ice Spirit Bats Arrows Mini P.E.K.K.A Tornado P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Tornado Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Arrows Mini P.E.K.K.A Tornado P.E.K.K.A
Ice Spirit Arrows Bats Archers Wizard Tornado
Arrows Wizard Tornado Ice Spirit Bats Archers
Mini P.E.K.K.A P.E.K.K.A Tornado
Wizard Bats Archers Arrows Mini P.E.K.K.A 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 Archers P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Ice Spirit Bats Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats Tornado
P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Ice Spirit Bats Archers Tornado
Mini P.E.K.K.A P.E.K.K.A Bats Archers
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Ice Spirit Bats Mini P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Arrows Tornado
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Archers
Ice Spirit Bats Archers Mini P.E.K.K.A Tornado P.E.K.K.A
Bats Arrows Archers Mini P.E.K.K.A Wizard P.E.K.K.A
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
Arrows Tornado
Arrows
Arrows
Wizard Arrows
Arrows Wizard Ice Spirit Bats Tornado
Archers Arrows Wizard Tornado
Arrows Ice Spirit Wizard Tornado
Arrows Wizard Tornado
Bats Mini P.E.K.K.A Tornado
Arrows Wizard Tornado
Archers Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Bats Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Ice Spirit Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Tornado
Bats Archers Arrows Wizard Tornado
Ice Spirit Bats Wizard
Mini P.E.K.K.A
Arrows Wizard
Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard
Ice Spirit Bats Archers
Archers Arrows Wizard Tornado
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Ice Spirit Bats Tornado
Bats Tornado
Tornado
P.E.K.K.A
Wizard

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