My Best Clash Royale Deck

Deck Check Rating

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

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.

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 Knight Tesla Cannon Cart P.E.K.K.A Monk

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 Arrows

Punishments

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

Cannon Cart

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 Cannon Cart 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.

Monk

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows

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 Arrows Knight 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 Zap Arrows Knight Tesla Cannon Cart Monk P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap Arrows Knight

Attack Synergies 7 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
Zap Knight P.E.K.K.A Cannon Cart
Zap
Ice Spirit Arrows Cannon Cart P.E.K.K.A Knight
Arrows
Zap P.E.K.K.A Knight Cannon Cart
Knight
Ice Spirit Zap Arrows Cannon Cart
Tesla
Cannon Cart
Zap Ice Spirit Arrows Knight
P.E.K.K.A
Ice Spirit Zap Arrows
Monk

Defense Synergies 2 16

Ice Spirit
Zap Knight Tesla Cannon Cart P.E.K.K.A
Zap
Ice Spirit Arrows Knight Tesla Cannon Cart P.E.K.K.A
Arrows
Zap Knight Tesla Cannon Cart P.E.K.K.A Monk
Knight
Tesla Ice Spirit Zap Arrows Cannon Cart
Tesla
Knight Ice Spirit Zap Arrows Cannon Cart
Cannon Cart
Ice Spirit Zap Arrows Knight Tesla
P.E.K.K.A
Ice Spirit Zap Arrows
Monk
Arrows

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.

Cannon Cart Zap Knight Tesla
P.E.K.K.A Ice Spirit Zap Knight Tesla Cannon Cart Monk
Tesla P.E.K.K.A Knight Cannon Cart
Tesla P.E.K.K.A Knight Cannon Cart Monk
Arrows P.E.K.K.A Monk
Arrows Zap Tesla Cannon Cart
Tesla Ice Spirit Zap Arrows
Zap Arrows Tesla Cannon Cart P.E.K.K.A Monk
Tesla P.E.K.K.A
Knight Ice Spirit Tesla Cannon Cart
Zap Arrows Knight Tesla Cannon Cart
Arrows Tesla Zap
Tesla P.E.K.K.A Ice Spirit Zap Knight Cannon Cart
Ice Spirit Zap Arrows Tesla Cannon Cart P.E.K.K.A
P.E.K.K.A Knight Tesla Cannon Cart
Monk Ice Spirit Zap Tesla P.E.K.K.A
Tesla Arrows Knight Cannon Cart P.E.K.K.A
Ice Spirit Arrows Tesla Zap Knight Cannon Cart
Zap Arrows Ice Spirit Knight Tesla Cannon Cart
P.E.K.K.A Tesla Cannon Cart
Arrows Knight Tesla Cannon Cart P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Tesla Cannon Cart P.E.K.K.A
Zap Arrows Knight Tesla Cannon Cart Monk
P.E.K.K.A Ice Spirit Zap Knight Cannon Cart
P.E.K.K.A Zap Knight Tesla Cannon Cart Monk
P.E.K.K.A Knight Tesla Cannon Cart
Arrows Ice Spirit Zap Tesla Monk
P.E.K.K.A Knight Tesla Cannon Cart
P.E.K.K.A Knight Tesla Cannon Cart
Zap P.E.K.K.A Ice Spirit Knight Cannon Cart Monk
P.E.K.K.A Tesla
P.E.K.K.A Knight Tesla Cannon Cart
P.E.K.K.A Monk Zap Arrows
Cannon Cart P.E.K.K.A Knight Tesla
Tesla Cannon Cart
Tesla Ice Spirit Zap Knight Cannon Cart P.E.K.K.A Monk
Arrows Zap Tesla Cannon Cart P.E.K.K.A
Zap Arrows

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.)

Arrows Knight Monk
Arrows Monk Zap
Arrows Cannon Cart
Cannon Cart Arrows Knight
Zap Arrows
Arrows Ice Spirit Zap Monk
Arrows
Arrows Ice Spirit Zap
Arrows Monk Zap
Monk Zap Arrows Knight Cannon Cart
Monk Zap Arrows
Knight Cannon Cart
Arrows Cannon Cart Monk
Zap Arrows Cannon Cart
Zap Arrows Cannon Cart
Arrows Cannon Cart
Monk Arrows
Zap Arrows Monk
Zap Arrows Monk
Monk
Arrows
Monk
Zap Arrows Cannon Cart Monk
Zap Arrows Ice Spirit
Arrows Zap Monk
Zap Arrows Monk
Zap Arrows
Zap Arrows
Zap Ice Spirit
Zap Arrows
Zap Ice Spirit Arrows Monk
P.E.K.K.A
Arrows Monk
Zap Ice Spirit Cannon Cart
Zap Arrows Monk
Arrows
Knight Cannon Cart
Arrows Zap
Monk Zap Arrows
Cannon Cart P.E.K.K.A
Zap Ice Spirit
Zap
Zap Cannon Cart Monk
Cannon Cart P.E.K.K.A
Monk

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