My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro 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 Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Fireball

Punishments

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

Miner

Pump responses

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

Fireball Miner

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

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.

Miner Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Wizard

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 Miner

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.

Fireball

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 Fireball Wizard Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Miner Fireball Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats Zap Miner

Attack Synergies 8 9

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
Zap P.E.K.K.A Bats Miner
Bats
Miner Ice Spirit Zap P.E.K.K.A
Zap
Ice Spirit Fireball P.E.K.K.A Miner Electro Wizard Bats
Fireball
Zap Miner Electro Wizard
Wizard
P.E.K.K.A Miner
P.E.K.K.A
Ice Spirit Zap Electro Wizard Bats Wizard
Miner
Bats Zap Ice Spirit Fireball Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Miner

Defense Synergies 3 16

Ice Spirit
Zap Bats Fireball Wizard P.E.K.K.A Miner Electro Wizard
Bats
Ice Spirit Zap P.E.K.K.A Electro Wizard
Zap
Ice Spirit Fireball Electro Wizard Bats P.E.K.K.A Miner
Fireball
Zap Ice Spirit Miner Electro Wizard
Wizard
Ice Spirit P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Bats Zap Wizard Electro Wizard
Miner
Ice Spirit Zap Fireball
Electro Wizard
Zap Ice Spirit Bats Fireball Wizard P.E.K.K.A

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.

Zap Fireball Wizard Electro Wizard
P.E.K.K.A Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
Fireball P.E.K.K.A
Fireball Bats Zap Electro Wizard
Bats Electro Wizard Ice Spirit Zap Fireball Wizard
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Miner Electro Wizard
Bats Electro Wizard Zap Fireball Wizard
Bats Zap Fireball Wizard Electro Wizard
P.E.K.K.A Ice Spirit Bats Zap Fireball Wizard Electro Wizard
Fireball Wizard Ice Spirit Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Zap Fireball P.E.K.K.A Electro Wizard
Wizard Bats Fireball P.E.K.K.A Electro Wizard
Ice Spirit Fireball Bats Zap Wizard Electro Wizard
Zap Wizard Ice Spirit Bats Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Bats Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard Miner
P.E.K.K.A Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit Bats Fireball
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Wizard
Wizard Fireball
Electro Wizard Ice Spirit Bats Zap Fireball P.E.K.K.A
Bats Zap Fireball Wizard P.E.K.K.A Electro Wizard
Zap Fireball Electro Wizard

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.)

Fireball
Fireball Zap Miner Electro Wizard
Fireball Miner
Fireball
Fireball Wizard Zap
Fireball Wizard Ice Spirit Bats Zap
Wizard
Fireball Ice Spirit Zap Wizard
Fireball Miner Zap Wizard
Bats Fireball Electro Wizard
Miner Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball Miner
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball
Bats
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard Miner
Fireball
Fireball Wizard
Zap Fireball
Zap Ice Spirit Fireball Wizard
Fireball Miner Zap Wizard Electro Wizard
Fireball Zap Wizard Miner
Fireball Miner Zap
Bats Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Bats Fireball Wizard
Fireball
Zap Fireball Wizard Miner
Zap Ice Spirit Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Ice Spirit Bats Fireball
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Miner Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Miner Electro Wizard
P.E.K.K.A
Fireball Wizard

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