My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

Defensive buildings

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

Cannon

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 Knight 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.

Zap

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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 Knight Mini P.E.K.K.A 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Bats Zap Knight Cannon Mini P.E.K.K.A P.E.K.K.A

Shortest cycle

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

5 Mirror Ice Spirit Bats Zap

Attack Synergies 6 8

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 Knight P.E.K.K.A Bats Mini P.E.K.K.A
Bats
Knight Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Ice Spirit Mirror P.E.K.K.A Bats Knight Mini P.E.K.K.A
Knight
Ice Spirit Bats Zap
Cannon
Mini P.E.K.K.A
Ice Spirit Bats Zap Mirror
Mirror
Zap Mini P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Bats

Defense Synergies 8 13

Ice Spirit
Zap Mini P.E.K.K.A Bats Knight Cannon P.E.K.K.A
Bats
Knight Ice Spirit Zap Cannon Mini P.E.K.K.A P.E.K.K.A
Zap
Ice Spirit Cannon Mini P.E.K.K.A Mirror Bats Knight P.E.K.K.A
Knight
Bats Cannon Ice Spirit Zap Mini P.E.K.K.A
Cannon
Zap Knight Mirror Ice Spirit Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap Bats Knight Cannon Mirror
Mirror
Zap Cannon Mini P.E.K.K.A
P.E.K.K.A
Ice Spirit Bats Zap

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 Knight Cannon
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bats Zap Knight Cannon
Cannon Mini P.E.K.K.A P.E.K.K.A Bats Knight
Cannon Mini P.E.K.K.A P.E.K.K.A Bats Knight
Mini P.E.K.K.A P.E.K.K.A
Bats Zap Cannon
Bats Ice Spirit Zap Cannon
Zap Cannon P.E.K.K.A
Cannon Mini P.E.K.K.A P.E.K.K.A
Knight Ice Spirit Cannon Mini P.E.K.K.A
Bats Zap Knight Cannon
Bats Zap
Cannon Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bats Zap Knight
Ice Spirit Bats Zap Cannon Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight Cannon
Ice Spirit Zap Cannon Mini P.E.K.K.A P.E.K.K.A
Bats Knight Cannon Mini P.E.K.K.A P.E.K.K.A
Ice Spirit Cannon Bats Zap Knight
Zap Ice Spirit Bats Knight Cannon
Mini P.E.K.K.A P.E.K.K.A Cannon
Bats Knight Cannon Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Cannon Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap P.E.K.K.A
Zap Knight Mini P.E.K.K.A
P.E.K.K.A Ice Spirit Bats Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Cannon Mini P.E.K.K.A
Ice Spirit Bats Zap
Mini P.E.K.K.A P.E.K.K.A Bats Knight
Mini P.E.K.K.A P.E.K.K.A Knight
Zap P.E.K.K.A Ice Spirit Bats Knight Mini P.E.K.K.A
P.E.K.K.A Cannon
P.E.K.K.A Bats Knight Mini P.E.K.K.A
P.E.K.K.A Zap
Mini P.E.K.K.A P.E.K.K.A Knight Cannon
Cannon
Ice Spirit Bats Zap Knight Mini P.E.K.K.A P.E.K.K.A
Bats Zap Cannon Mini P.E.K.K.A P.E.K.K.A
Zap Cannon

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.)

Knight
Zap
Knight
Zap
Ice Spirit Bats Zap
Ice Spirit Zap
Zap
Bats Mini P.E.K.K.A
Zap Knight
Zap
Knight
Zap
Zap
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap
Zap
Zap Ice Spirit
Zap
Zap
Zap
Bats Zap
Zap Ice Spirit Bats
Mini P.E.K.K.A
Zap
Zap Ice Spirit
P.E.K.K.A
Zap Ice Spirit Bats
Zap
Knight Mini P.E.K.K.A
Zap
Zap
P.E.K.K.A
Zap Ice Spirit Bats
Bats Zap
Zap
P.E.K.K.A

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