My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Goblin Gang 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 Bats Royal Giant Wizard P.E.K.K.A Skeleton King

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Mortar Royal Giant

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 Goblin Gang Mortar Royal Giant P.E.K.K.A Skeleton King

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Wizard Skeleton King

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 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.

Royal Giant

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 Gang 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 Goblin Gang Mortar Skeleton King Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Bats Goblin Gang Mortar

Attack Synergies 4 14

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
Royal Giant P.E.K.K.A Bats Mortar Royal Giant
Bats
Royal Giant Ice Spirit Mortar P.E.K.K.A Skeleton King
Goblin Gang
Mortar Royal Giant P.E.K.K.A Skeleton King
Mortar
Royal Giant Ice Spirit Bats Goblin Gang Skeleton King
Royal Giant
Ice Spirit Bats Mortar Ice Spirit Goblin Gang Wizard Skeleton King
Wizard
Royal Giant P.E.K.K.A
P.E.K.K.A
Ice Spirit Bats Goblin Gang Wizard
Skeleton King
Bats Goblin Gang Mortar Royal Giant

Defense Synergies 1 13

Ice Spirit
Goblin Gang Bats Mortar Wizard P.E.K.K.A
Bats
Ice Spirit Mortar P.E.K.K.A Skeleton King
Goblin Gang
Ice Spirit Mortar P.E.K.K.A
Mortar
Ice Spirit Bats Goblin Gang Wizard Skeleton King
Royal Giant
Wizard
Ice Spirit Mortar P.E.K.K.A Skeleton King
P.E.K.K.A
Ice Spirit Bats Goblin Gang Wizard
Skeleton King
Bats Mortar 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.

Mortar Wizard
P.E.K.K.A Ice Spirit Bats Goblin Gang Mortar
Goblin Gang Mortar P.E.K.K.A Bats
P.E.K.K.A Bats Goblin Gang Mortar Skeleton King
P.E.K.K.A
Goblin Gang Bats
Bats Ice Spirit Goblin Gang Mortar Wizard
P.E.K.K.A
P.E.K.K.A Goblin Gang Mortar Skeleton King
Goblin Gang Ice Spirit
Bats Goblin Gang Wizard Skeleton King
Bats Goblin Gang Wizard
Mortar P.E.K.K.A Ice Spirit Bats Goblin Gang Wizard
Wizard Ice Spirit Bats Goblin Gang Mortar P.E.K.K.A Skeleton King
P.E.K.K.A Goblin Gang Mortar Skeleton King
Ice Spirit Goblin Gang Mortar P.E.K.K.A
Wizard Bats Goblin Gang Mortar P.E.K.K.A
Ice Spirit Mortar Bats Goblin Gang Wizard
Mortar Wizard Ice Spirit Bats
P.E.K.K.A Mortar
Goblin Gang Wizard Bats P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A
Goblin Gang Mortar Wizard
Goblin Gang P.E.K.K.A Ice Spirit Bats
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Goblin Gang
Wizard Ice Spirit Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Ice Spirit Bats Mortar
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Goblin Gang Wizard Skeleton King
Wizard
Goblin Gang Ice Spirit Bats Mortar P.E.K.K.A Skeleton King
Bats Wizard P.E.K.K.A Skeleton King
Mortar

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.)

Mortar
Mortar
Wizard Mortar
Wizard Ice Spirit Bats
Mortar Wizard
Ice Spirit Wizard
Mortar Wizard
Bats Goblin Gang
Mortar Wizard
Wizard
Mortar
Mortar
Mortar
Mortar Wizard
Mortar Wizard
Mortar
Bats
Mortar Wizard
Mortar Wizard
Wizard
Mortar
Ice Spirit Mortar Wizard
Mortar Wizard
Mortar Wizard
Mortar
Bats Wizard
Ice Spirit Bats Wizard
Mortar Wizard
Ice Spirit
P.E.K.K.A
Wizard
Ice Spirit Bats Goblin Gang
Wizard
Goblin Gang Wizard
Mortar Wizard Skeleton King
P.E.K.K.A
Ice Spirit Bats Goblin Gang Skeleton King
Bats
Mortar
P.E.K.K.A
Mortar Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: