My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker 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 Firecracker Tesla P.E.K.K.A 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.

Zap Arrows Tornado

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

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Firecracker Tornado

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 Tornado 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 Firecracker Tornado Tesla Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap Arrows Firecracker

Attack Synergies 8 3

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 P.E.K.K.A Firecracker
Zap
Ice Spirit Arrows Firecracker Tornado P.E.K.K.A
Arrows
Zap P.E.K.K.A
Firecracker
Zap Ice Spirit Tornado P.E.K.K.A
Tesla
Tornado
Zap P.E.K.K.A Firecracker
P.E.K.K.A
Ice Spirit Zap Arrows Tornado Firecracker
Goblinstein

Defense Synergies 2 16

Ice Spirit
Zap Firecracker Tesla Tornado P.E.K.K.A
Zap
Ice Spirit Arrows Firecracker Tesla Tornado P.E.K.K.A
Arrows
Zap Tesla Tornado P.E.K.K.A
Firecracker
Ice Spirit Zap Tesla Tornado P.E.K.K.A
Tesla
Ice Spirit Zap Arrows Firecracker Tornado
Tornado
P.E.K.K.A Ice Spirit Zap Arrows Firecracker Tesla
P.E.K.K.A
Tornado Ice Spirit Zap Arrows Firecracker
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.

Zap Firecracker Tesla
P.E.K.K.A Ice Spirit Zap Firecracker Tesla
Tesla Tornado P.E.K.K.A
Tesla P.E.K.K.A Firecracker
Arrows Firecracker Tornado P.E.K.K.A
Arrows Tornado Zap Firecracker Tesla
Tesla Tornado Ice Spirit Zap Arrows Firecracker
Zap Arrows Tesla P.E.K.K.A
Tesla P.E.K.K.A Tornado
Tornado Ice Spirit Firecracker Tesla
Zap Arrows Firecracker Tesla Tornado
Arrows Tesla Zap Firecracker Tornado
Tesla P.E.K.K.A Ice Spirit Zap
Ice Spirit Zap Arrows Firecracker Tesla Tornado P.E.K.K.A
P.E.K.K.A Tesla
Tornado Ice Spirit Zap Tesla P.E.K.K.A
Tesla Arrows Firecracker Tornado P.E.K.K.A
Ice Spirit Arrows Tesla Zap Firecracker Tornado
Zap Arrows Tornado Ice Spirit Firecracker Tesla
P.E.K.K.A Tesla Tornado
Arrows Firecracker Tesla P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Zap Tesla P.E.K.K.A
Zap Arrows Firecracker Tesla
P.E.K.K.A Ice Spirit Zap
P.E.K.K.A Zap Tesla Tornado
P.E.K.K.A Tesla
Arrows Firecracker Ice Spirit Zap Tesla Tornado
P.E.K.K.A Tesla
P.E.K.K.A Tesla
Zap P.E.K.K.A Ice Spirit Firecracker Tornado
P.E.K.K.A Tesla
P.E.K.K.A Tesla
P.E.K.K.A Zap Arrows Tornado
P.E.K.K.A Tesla
Firecracker Tesla
Tesla Ice Spirit Zap Firecracker Tornado P.E.K.K.A
Arrows Zap Firecracker Tesla 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 Firecracker
Arrows Firecracker Zap Tornado
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Ice Spirit Zap Tornado
Arrows Firecracker Tornado
Arrows Ice Spirit Zap Firecracker Tornado
Arrows Zap Firecracker Tornado
Tornado
Firecracker Zap Arrows Tornado
Zap Arrows Firecracker Tornado
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Zap Arrows Firecracker
Zap Arrows Firecracker Tornado
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Firecracker Tornado Ice Spirit
Arrows Firecracker Zap Tornado
Zap Arrows Tornado
Zap Arrows Firecracker Tornado
Zap Arrows Firecracker Tornado
Zap Ice Spirit Firecracker
Zap Arrows
Zap Ice Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Zap Ice Spirit
Zap Arrows Firecracker Tornado
Arrows
Firecracker
Arrows Zap Firecracker
Zap Arrows Tornado
Firecracker P.E.K.K.A
Zap Ice Spirit Firecracker Tornado
Firecracker Zap Tornado
Zap Firecracker Tornado
P.E.K.K.A
Firecracker

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