My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Wizard Witch

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 Knight Wizard Witch P.E.K.K.A Golden Knight

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.

Golden Knight

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.

Golden Knight

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
Witch
Zap
Witch
Barbarian Barrel
Ice Spirit Knight Wizard Witch
The Log
Ice Spirit Witch
Earthquake
Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Knight Wizard Witch P.E.K.K.A
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Knight Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows 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 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 Wizard Witch

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 Golden Knight Wizard Witch 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 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 Witch
Zap
Ice Spirit Arrows P.E.K.K.A Knight Witch
Arrows
Zap P.E.K.K.A Knight
Knight
Ice Spirit Zap Arrows Wizard Witch
Wizard
Knight P.E.K.K.A
Witch
Ice Spirit Zap Knight P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Arrows Wizard Witch
Golden Knight

Defense Synergies 1 17

Ice Spirit
Zap Knight Wizard Witch P.E.K.K.A Golden Knight
Zap
Ice Spirit Arrows Knight Witch P.E.K.K.A Golden Knight
Arrows
Zap Knight P.E.K.K.A Golden Knight
Knight
Ice Spirit Zap Arrows Wizard Witch
Wizard
Ice Spirit Knight P.E.K.K.A Golden Knight
Witch
Ice Spirit Zap Knight
P.E.K.K.A
Ice Spirit Zap Arrows Wizard
Golden Knight
Ice Spirit Zap Arrows Wizard

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 Wizard Golden Knight
P.E.K.K.A Ice Spirit Zap Knight Witch
Witch P.E.K.K.A Knight
Witch P.E.K.K.A Knight
Arrows P.E.K.K.A
Arrows Zap
Ice Spirit Zap Arrows Wizard Witch
Zap Arrows P.E.K.K.A Golden Knight
Witch P.E.K.K.A
Knight Ice Spirit
Witch Zap Arrows Knight Wizard
Arrows Zap Wizard Witch
P.E.K.K.A Ice Spirit Zap Knight Wizard Witch
Wizard Ice Spirit Zap Arrows Witch P.E.K.K.A Golden Knight
P.E.K.K.A Knight
Ice Spirit Zap P.E.K.K.A
Wizard Arrows Knight Witch P.E.K.K.A
Ice Spirit Arrows Zap Knight Wizard Witch Golden Knight
Zap Arrows Wizard Witch Ice Spirit Knight
P.E.K.K.A
Wizard Arrows Knight Witch 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 Witch P.E.K.K.A
Zap Arrows Knight Wizard
P.E.K.K.A Ice Spirit Zap Knight Witch Golden Knight
P.E.K.K.A Zap Knight
P.E.K.K.A Knight Witch
Arrows Wizard Ice Spirit Zap Witch
P.E.K.K.A Knight Witch
P.E.K.K.A Knight
Zap P.E.K.K.A Ice Spirit Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Witch Golden Knight
P.E.K.K.A Zap Arrows
P.E.K.K.A Knight Wizard Witch Golden Knight
Wizard Witch
Witch Ice Spirit Zap Knight P.E.K.K.A Golden Knight
Arrows Zap Wizard Witch P.E.K.K.A Golden Knight
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 Golden Knight
Arrows Zap Golden Knight
Arrows
Arrows Knight
Wizard Zap Arrows
Arrows Wizard Ice Spirit Zap Witch
Arrows Wizard Witch
Arrows Ice Spirit Zap Wizard
Arrows Zap Wizard Golden Knight
Zap Arrows Knight Wizard Golden Knight
Zap Arrows Wizard
Knight Golden Knight
Arrows
Zap Arrows
Zap Arrows Wizard Witch Golden Knight
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Wizard Witch Golden Knight
Arrows Wizard
Zap Arrows
Zap Arrows Ice Spirit Wizard Witch
Witch
Arrows Zap Wizard Witch Golden Knight
Zap Arrows Wizard Witch Golden Knight
Zap Arrows Golden Knight
Zap Arrows Wizard Witch
Zap Ice Spirit Wizard Witch
Zap Arrows Wizard
Zap Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard
Zap Ice Spirit Witch
Zap Arrows Wizard Witch
Arrows
Knight Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Ice Spirit Witch Golden Knight
Zap Witch
Zap Witch Golden Knight
P.E.K.K.A
Wizard

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