My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Tesla

Defensive buildings

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

Tesla

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 Tesla 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.

Missing

Damage spells

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

Lightning

Punishments

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

Mega Knight

Pump responses

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

Lightning

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

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 Minions Skeleton Army
Giant Snowball
Bats Minions Skeleton Army
Zap
Bats Minions Skeleton Army
Barbarian Barrel
Ice Spirit Tesla Skeleton Army
The Log
Ice Spirit Skeleton Army
Earthquake
Tesla Skeleton Army
Arrows
Ice Spirit Bats Minions Skeleton Army
Royal Delivery
Ice Spirit Bats Minions Skeleton Army P.E.K.K.A
Fireball
Minions Tesla Skeleton Army
Poison
Bats Minions Skeleton Army
Lightning
Tesla
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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 Skeleton Army 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.

Skeleton Army

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 Minions

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 Minions Skeleton Army Tesla Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

9 Ice Spirit Bats Minions Skeleton Army

Attack Synergies 4 5

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
Minions P.E.K.K.A Bats Mega Knight
Bats
Mega Knight Ice Spirit Minions P.E.K.K.A
Minions
Ice Spirit Mega Knight Bats P.E.K.K.A
Tesla
Skeleton Army
Lightning
P.E.K.K.A
Ice Spirit Bats Minions
Mega Knight
Bats Minions Ice Spirit

Defense Synergies 0 14

Ice Spirit
Bats Minions Tesla Skeleton Army P.E.K.K.A Mega Knight
Bats
Ice Spirit Minions Tesla P.E.K.K.A Mega Knight
Minions
Ice Spirit Bats Tesla P.E.K.K.A Mega Knight
Tesla
Ice Spirit Bats Minions Skeleton Army
Skeleton Army
Ice Spirit Tesla
Lightning
P.E.K.K.A
Ice Spirit Bats Minions
Mega Knight
Ice Spirit Bats Minions

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.

Lightning Minions Tesla
Skeleton Army P.E.K.K.A Ice Spirit Bats Minions Tesla Mega Knight
Tesla Skeleton Army P.E.K.K.A Mega Knight Bats Minions Lightning
Tesla Skeleton Army P.E.K.K.A Bats Minions Mega Knight
Lightning Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Bats Minions Tesla Mega Knight
Bats Minions Tesla Lightning Ice Spirit
Lightning Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Minions Skeleton Army
Skeleton Army Ice Spirit Tesla Mega Knight
Bats Minions Skeleton Army Tesla Mega Knight
Minions Tesla Bats
Tesla Skeleton Army P.E.K.K.A Mega Knight Ice Spirit Bats Minions Lightning
Skeleton Army Mega Knight Ice Spirit Bats Minions Tesla P.E.K.K.A
Skeleton Army P.E.K.K.A Tesla Mega Knight
Skeleton Army Ice Spirit Tesla Lightning P.E.K.K.A Mega Knight
Tesla Mega Knight Bats Minions Skeleton Army P.E.K.K.A
Ice Spirit Tesla Mega Knight Bats Minions Skeleton Army
Ice Spirit Bats Minions Tesla Mega Knight
P.E.K.K.A Tesla
Skeleton Army Mega Knight Bats Minions Tesla P.E.K.K.A
P.E.K.K.A Tesla Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla P.E.K.K.A
Tesla Lightning Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Ice Spirit Bats Minions Lightning
Skeleton Army Lightning P.E.K.K.A Mega Knight Bats Tesla
P.E.K.K.A Tesla Skeleton Army Mega Knight
Ice Spirit Bats Minions Tesla
Skeleton Army P.E.K.K.A Bats Minions Tesla Lightning
P.E.K.K.A Mega Knight Tesla Skeleton Army
Lightning P.E.K.K.A Mega Knight Ice Spirit Bats Minions Skeleton Army
P.E.K.K.A Tesla Skeleton Army
P.E.K.K.A Mega Knight Bats Minions Tesla
Skeleton Army Lightning P.E.K.K.A Mega Knight
Skeleton Army Lightning P.E.K.K.A Mega Knight Tesla
Tesla Skeleton Army Mega Knight
Tesla Skeleton Army Ice Spirit Bats Minions Lightning P.E.K.K.A
Bats Minions Mega Knight Tesla P.E.K.K.A

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.)

Lightning
Lightning
Lightning
Mega Knight
Ice Spirit Bats Minions
Ice Spirit Lightning
Lightning
Lightning Bats Minions
Lightning
Lightning
Lightning
Lightning Minions
Lightning
Lightning
Lightning Mega Knight
Lightning
Bats Minions Lightning
Lightning Mega Knight
Lightning Mega Knight
Lightning Minions Mega Knight
Lightning
Lightning
Lightning
Ice Spirit Mega Knight
Lightning
Lightning Mega Knight
Lightning
Lightning Bats
Lightning Ice Spirit Bats Minions
Lightning
Lightning Mega Knight
Lightning Ice Spirit
P.E.K.K.A Mega Knight
Lightning
Lightning Ice Spirit Bats Minions Skeleton Army
Lightning
Lightning Mega Knight
Lightning
Lightning
P.E.K.K.A Mega Knight
Ice Spirit Bats Minions Lightning
Bats Lightning
Lightning Mega Knight
P.E.K.K.A
Lightning Mega Knight

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