My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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 Knight Balloon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

Punishments

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

Balloon

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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 Balloon 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.

Balloon Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball

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 Knight P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball Electro 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.

Mirror Ice Spirit Zap Knight Fireball Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

6 Mirror Ice Spirit Zap Knight

Attack Synergies 12 6

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 Balloon P.E.K.K.A
Zap
Ice Spirit Fireball Mirror Balloon P.E.K.K.A Electro Wizard Knight
Knight
Ice Spirit Balloon Zap Fireball Electro Wizard
Fireball
Zap Mirror Knight Electro Wizard
Mirror
Zap Fireball Balloon
Balloon
Ice Spirit Zap Knight Mirror Electro Wizard
P.E.K.K.A
Ice Spirit Zap Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Fireball Balloon

Defense Synergies 6 10

Ice Spirit
Zap Knight Fireball P.E.K.K.A Electro Wizard
Zap
Ice Spirit Fireball Mirror Electro Wizard Knight P.E.K.K.A
Knight
Electro Wizard Ice Spirit Zap Fireball
Fireball
Zap Mirror Ice Spirit Knight Electro Wizard
Mirror
Zap Fireball Electro Wizard
Balloon
P.E.K.K.A
Ice Spirit Zap Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Fireball Mirror P.E.K.K.A

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 Fireball Electro Wizard
P.E.K.K.A Ice Spirit Zap Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
Fireball P.E.K.K.A
Fireball Zap Electro Wizard
Electro Wizard Ice Spirit Zap Fireball
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Ice Spirit Electro Wizard
Electro Wizard Zap Knight Fireball
Zap Fireball Electro Wizard
P.E.K.K.A Ice Spirit Zap Knight Fireball Electro Wizard
Fireball Ice Spirit Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Ice Spirit Zap Fireball P.E.K.K.A Electro Wizard
Knight Fireball P.E.K.K.A Electro Wizard
Ice Spirit Fireball Zap Knight Electro Wizard
Zap Ice Spirit Knight Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Knight Fireball P.E.K.K.A Electro Wizard
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 Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Knight
P.E.K.K.A Ice Spirit Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Fireball Electro Wizard
P.E.K.K.A Knight
Fireball Ice Spirit Zap Electro Wizard
P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Ice Spirit Knight Fireball
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Knight Fireball
Fireball
Electro Wizard Ice Spirit Zap Knight Fireball P.E.K.K.A
Zap Fireball P.E.K.K.A Electro Wizard
Zap Fireball Electro Wizard

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.)

Fireball Knight
Fireball Zap Electro Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Ice Spirit Zap
Fireball Ice Spirit Zap
Fireball Zap
Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Electro Wizard
Zap Electro Wizard Ice Spirit Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Ice Spirit Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball

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