My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker

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 Bomber Knight Firecracker 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.

Rage The Log

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 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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber Firecracker The Log

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 Knight Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bomber Rage The Log Knight Cannon Firecracker P.E.K.K.A

Shortest cycle

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

7 Ice Spirit Bomber Rage The Log

Attack Synergies 3 7

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
Knight P.E.K.K.A Bomber Firecracker
Bomber
Ice Spirit Knight P.E.K.K.A
Knight
Ice Spirit Firecracker Bomber The Log
Cannon
Firecracker
Knight Ice Spirit P.E.K.K.A
Rage
P.E.K.K.A
Ice Spirit Bomber Firecracker The Log
The Log
Knight P.E.K.K.A

Defense Synergies 6 12

Ice Spirit
Bomber Knight Cannon Firecracker P.E.K.K.A The Log
Bomber
Knight Ice Spirit Cannon P.E.K.K.A The Log
Knight
Bomber Cannon Firecracker Ice Spirit The Log
Cannon
Knight The Log Ice Spirit Bomber Firecracker
Firecracker
Knight The Log Ice Spirit Cannon P.E.K.K.A
Rage
P.E.K.K.A
The Log Ice Spirit Bomber Firecracker
The Log
Cannon Firecracker P.E.K.K.A Ice Spirit Bomber Knight

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.

Bomber Knight Cannon Firecracker The Log
P.E.K.K.A Ice Spirit Knight Cannon Firecracker The Log
Cannon P.E.K.K.A Bomber Knight
Cannon P.E.K.K.A Knight Firecracker
Bomber Firecracker P.E.K.K.A The Log
The Log Bomber Cannon Firecracker
Ice Spirit Cannon Firecracker
Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A
Knight Ice Spirit Bomber Cannon Firecracker
Bomber Knight Cannon Firecracker The Log
Firecracker
Cannon P.E.K.K.A Ice Spirit Bomber Knight The Log
Bomber Ice Spirit Cannon Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight Cannon
Ice Spirit Cannon P.E.K.K.A The Log
Bomber Knight Cannon Firecracker P.E.K.K.A
Ice Spirit Cannon Bomber Knight Firecracker The Log
The Log Ice Spirit Bomber Knight Cannon Firecracker
P.E.K.K.A Cannon
Bomber Knight Cannon Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight P.E.K.K.A
Bomber Knight Firecracker The Log
P.E.K.K.A Ice Spirit Knight The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Knight Cannon
Firecracker Ice Spirit
P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Ice Spirit Knight Firecracker The Log
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A The Log
P.E.K.K.A Knight Cannon
Bomber Cannon Firecracker
Ice Spirit Bomber Knight Firecracker P.E.K.K.A The Log
Bomber Cannon Firecracker P.E.K.K.A The Log
Bomber 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 Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Bomber Firecracker The Log
Firecracker Ice Spirit
Bomber Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Bomber Firecracker The Log
Firecracker The Log
Bomber
Bomber Firecracker The Log
Bomber Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Ice Spirit Bomber
Firecracker The Log
The Log
Firecracker The Log
Firecracker
Ice Spirit Firecracker
Bomber The Log
Ice Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Ice Spirit
Firecracker
The Log
Knight Firecracker
The Log Bomber Firecracker
Firecracker P.E.K.K.A
Ice Spirit Firecracker The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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