My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Wizard Magic Archer

Defensive buildings

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

Tombstone

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 Tombstone Wizard P.E.K.K.A Magic Archer Goblinstein

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 P.E.K.K.A Magic Archer

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.

Magic Archer

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
Giant Snowball
Tombstone
Zap
Tombstone
Barbarian Barrel
Ice Spirit Tombstone Wizard Magic Archer
The Log
Ice Spirit Tombstone
Earthquake
Tombstone
Arrows
Ice Spirit Tombstone
Royal Delivery
Ice Spirit Wizard P.E.K.K.A Magic Archer
Fireball
Tombstone Wizard Magic Archer
Poison
Tombstone Wizard Magic Archer
Lightning
Tombstone Wizard Magic Archer Goblinstein
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Wizard The Log Magic Archer

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 Tombstone 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Rage The Log Tombstone Magic Archer Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Rage The Log Tombstone

Attack Synergies 2 4

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
P.E.K.K.A
Tombstone
Wizard
Rage P.E.K.K.A
Rage
Wizard
P.E.K.K.A
Ice Spirit Magic Archer Wizard The Log
The Log
P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A The Log
Goblinstein

Defense Synergies 1 10

Ice Spirit
Tombstone Wizard P.E.K.K.A The Log Magic Archer
Tombstone
Ice Spirit Wizard Magic Archer
Wizard
Ice Spirit Tombstone P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Ice Spirit Wizard
The Log
P.E.K.K.A Ice Spirit Wizard Magic Archer
Magic Archer
Ice Spirit Tombstone The Log
Goblinstein

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.

Tombstone Wizard The Log Magic Archer
P.E.K.K.A Ice Spirit Tombstone The Log
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
Tombstone P.E.K.K.A The Log
The Log Magic Archer
Ice Spirit Tombstone Wizard Magic Archer
P.E.K.K.A The Log Magic Archer
P.E.K.K.A Tombstone
Ice Spirit
Tombstone Wizard The Log Magic Archer
Wizard Magic Archer
Tombstone P.E.K.K.A Ice Spirit Wizard The Log
Wizard Ice Spirit Tombstone P.E.K.K.A The Log Magic Archer
P.E.K.K.A Tombstone
Ice Spirit P.E.K.K.A The Log
Wizard Tombstone P.E.K.K.A
Ice Spirit Tombstone Wizard The Log Magic Archer
Wizard The Log Ice Spirit Tombstone Magic Archer
P.E.K.K.A
Wizard 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.

Tombstone P.E.K.K.A
Wizard The Log Magic Archer
Tombstone P.E.K.K.A Ice Spirit The Log
P.E.K.K.A The Log
P.E.K.K.A Tombstone
Wizard Ice Spirit Magic Archer
P.E.K.K.A Tombstone
P.E.K.K.A
P.E.K.K.A Ice Spirit Tombstone The Log Magic Archer
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A The Log
P.E.K.K.A Tombstone Wizard
Wizard Magic Archer
Tombstone Ice Spirit P.E.K.K.A The Log Magic Archer
Wizard P.E.K.K.A The Log Magic Archer
Tombstone

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.)

Magic Archer The Log
The Log Magic Archer
The Log Magic Archer
The Log
Wizard The Log Magic Archer
Wizard Ice Spirit Magic Archer
Wizard The Log Magic Archer
The Log Ice Spirit Wizard Magic Archer
The Log Wizard
Wizard The Log Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Wizard The Log Magic Archer
Magic Archer Wizard The Log
Wizard The Log Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
The Log
The Log Ice Spirit Wizard Magic Archer
The Log Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard Magic Archer
Ice Spirit Wizard
Wizard The Log Magic Archer
Ice Spirit Magic Archer
P.E.K.K.A
Wizard The Log Magic Archer
Ice Spirit Tombstone Magic Archer
Wizard Magic Archer
The Log
Wizard Magic Archer
The Log Wizard Magic Archer
P.E.K.K.A
Ice Spirit The Log Magic Archer
Magic Archer
The Log Magic Archer
P.E.K.K.A
Wizard

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