My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard

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 Wizard Dark Prince P.E.K.K.A Royal Ghost

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 The Log

Punishments

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

Dark Prince Royal Ghost

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 Dark Prince P.E.K.K.A Royal Ghost

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.

Dark Prince Royal Ghost

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
Dark Prince
Giant Snowball
Zap
Dark Prince
Barbarian Barrel
Ice Spirit Wizard Dark Prince Royal Ghost
The Log
Ice Spirit Dark Prince
Earthquake
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Wizard Dark Prince P.E.K.K.A Royal Ghost
Fireball
Wizard
Poison
Wizard
Lightning
Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Wizard Dark Prince The Log Royal Ghost

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 Dark Prince P.E.K.K.A Royal Ghost

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap The Log Arrows Royal Ghost Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Zap The Log Arrows

Attack Synergies 5 11

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 Dark Prince Royal Ghost
Zap
Ice Spirit Arrows P.E.K.K.A Dark Prince The Log Royal Ghost
Arrows
Zap P.E.K.K.A Dark Prince
Wizard
Dark Prince P.E.K.K.A Royal Ghost
Dark Prince
Ice Spirit Zap Arrows Wizard Royal Ghost
P.E.K.K.A
Ice Spirit Zap Arrows Wizard The Log
The Log
Zap P.E.K.K.A
Royal Ghost
Ice Spirit Zap Wizard Dark Prince

Defense Synergies 2 19

Ice Spirit
Zap Wizard Dark Prince P.E.K.K.A The Log Royal Ghost
Zap
Ice Spirit Arrows Dark Prince P.E.K.K.A The Log Royal Ghost
Arrows
Zap Dark Prince P.E.K.K.A
Wizard
Ice Spirit Dark Prince P.E.K.K.A The Log Royal Ghost
Dark Prince
Ice Spirit Zap Arrows Wizard The Log Royal Ghost
P.E.K.K.A
The Log Ice Spirit Zap Arrows Wizard
The Log
P.E.K.K.A Ice Spirit Zap Wizard Dark Prince Royal Ghost
Royal Ghost
Ice Spirit Zap Wizard Dark Prince The Log

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 Wizard The Log
P.E.K.K.A Ice Spirit Zap Dark Prince The Log
P.E.K.K.A Dark Prince
P.E.K.K.A Dark Prince
Arrows Dark Prince P.E.K.K.A The Log
Arrows The Log Zap Dark Prince Royal Ghost
Ice Spirit Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit Dark Prince Royal Ghost
Zap Arrows Wizard Dark Prince The Log Royal Ghost
Arrows Zap Wizard
P.E.K.K.A Ice Spirit Zap Wizard Dark Prince The Log
Wizard Ice Spirit Zap Arrows Dark Prince P.E.K.K.A The Log Royal Ghost
P.E.K.K.A
Ice Spirit Zap P.E.K.K.A The Log
Wizard Arrows Dark Prince P.E.K.K.A
Ice Spirit Arrows Zap Wizard Dark Prince The Log Royal Ghost
Zap Arrows Wizard The Log Ice Spirit Dark Prince Royal Ghost
P.E.K.K.A
Wizard Dark Prince Royal Ghost Arrows P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Royal Ghost
Zap Arrows Wizard The Log Royal Ghost
P.E.K.K.A Ice Spirit Zap Dark Prince The Log
Dark Prince P.E.K.K.A Zap The Log
P.E.K.K.A Dark Prince
Arrows Wizard Ice Spirit Zap
Dark Prince P.E.K.K.A
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Ice Spirit Dark Prince The Log
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Arrows Dark Prince The Log
Dark Prince P.E.K.K.A Wizard
Wizard
Ice Spirit Zap Dark Prince P.E.K.K.A The Log
Arrows Zap Wizard Dark Prince P.E.K.K.A The Log Royal Ghost
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 The Log Royal Ghost
Arrows Zap The Log Royal Ghost
Arrows The Log
Arrows Dark Prince The Log
Wizard Zap Arrows Dark Prince The Log
Arrows Wizard Ice Spirit Zap
Arrows Wizard The Log
Arrows The Log Ice Spirit Zap Wizard
Arrows The Log Zap Wizard
Zap Arrows Wizard Dark Prince The Log
Zap Arrows Wizard
The Log
Arrows
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Zap Arrows Wizard Dark Prince The Log
Zap Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Zap Arrows The Log
Zap Arrows The Log Ice Spirit Wizard Dark Prince
Arrows The Log Zap Wizard Royal Ghost
Zap Arrows Wizard The Log
Zap Arrows The Log
Zap Arrows Wizard
Zap Ice Spirit Wizard
Zap Arrows Wizard The Log
Zap Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard The Log
Zap Ice Spirit Dark Prince
Zap Arrows Wizard
Arrows The Log
Wizard Dark Prince
Arrows The Log Zap Wizard
Zap Arrows
Dark Prince P.E.K.K.A
Zap Ice Spirit The Log
Zap
Zap Dark Prince The Log Royal Ghost
P.E.K.K.A
Wizard

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