My Best Clash Royale Deck

Deck Check Rating

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

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.

Hunter

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 Hunter P.E.K.K.A Royal Ghost 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

Punishments

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

Mini P.E.K.K.A 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 Mini P.E.K.K.A 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.

Mini P.E.K.K.A Royal Ghost 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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Ice Spirit Guards Hunter Royal Ghost
The Log
Ice Spirit Mini P.E.K.K.A Guards Hunter
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Mini P.E.K.K.A Guards Hunter P.E.K.K.A Royal Ghost
Fireball
Hunter
Poison
Guards Hunter
Lightning
Mini P.E.K.K.A Hunter Monk
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Hunter 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 Mini P.E.K.K.A Guards 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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Guards Royal Ghost Mini P.E.K.K.A Hunter Monk P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap Guards Royal Ghost

Attack Synergies 3 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 Mini P.E.K.K.A Guards Hunter Royal Ghost
Zap
Ice Spirit P.E.K.K.A Mini P.E.K.K.A Guards Hunter Royal Ghost
Mini P.E.K.K.A
Ice Spirit Zap Hunter
Guards
Ice Spirit Zap
Hunter
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Hunter
Royal Ghost
Ice Spirit Zap Monk
Monk
Royal Ghost

Defense Synergies 4 12

Ice Spirit
Zap Mini P.E.K.K.A Guards Hunter P.E.K.K.A Royal Ghost
Zap
Ice Spirit Mini P.E.K.K.A Guards Hunter P.E.K.K.A Royal Ghost
Mini P.E.K.K.A
Ice Spirit Zap Guards Hunter Royal Ghost
Guards
Hunter Ice Spirit Zap Mini P.E.K.K.A
Hunter
Guards Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Hunter
Royal Ghost
Ice Spirit Zap Mini P.E.K.K.A
Monk

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
Mini P.E.K.K.A Hunter P.E.K.K.A Ice Spirit Zap Monk
Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A Guards Monk
Mini P.E.K.K.A P.E.K.K.A Monk
Zap Guards Hunter Royal Ghost
Hunter Ice Spirit Zap
Zap P.E.K.K.A Monk
Mini P.E.K.K.A Hunter P.E.K.K.A
Guards Ice Spirit Mini P.E.K.K.A Hunter Royal Ghost
Guards Zap Hunter Royal Ghost
Hunter Zap
Mini P.E.K.K.A Hunter P.E.K.K.A Ice Spirit Zap Guards
Ice Spirit Zap Mini P.E.K.K.A Guards Hunter P.E.K.K.A Royal Ghost
Mini P.E.K.K.A P.E.K.K.A Hunter
Monk Ice Spirit Zap Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A
Ice Spirit Zap Guards Hunter Royal Ghost
Zap Hunter Ice Spirit Guards Royal Ghost
Mini P.E.K.K.A P.E.K.K.A Hunter
Royal Ghost Mini P.E.K.K.A Guards Hunter P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap P.E.K.K.A Royal Ghost
Zap Mini P.E.K.K.A Hunter Royal Ghost Monk
Guards P.E.K.K.A Ice Spirit Zap Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Guards Hunter P.E.K.K.A Zap Monk
P.E.K.K.A Mini P.E.K.K.A Guards Hunter
Ice Spirit Zap Hunter Monk
Mini P.E.K.K.A Guards P.E.K.K.A Hunter
Mini P.E.K.K.A P.E.K.K.A Hunter
Zap P.E.K.K.A Ice Spirit Mini P.E.K.K.A Monk
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards Hunter
P.E.K.K.A Monk Zap Guards
Mini P.E.K.K.A P.E.K.K.A Guards Hunter
Guards Ice Spirit Zap Mini P.E.K.K.A Hunter P.E.K.K.A Monk
Zap Mini P.E.K.K.A Hunter P.E.K.K.A Royal Ghost
Zap

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.)

Guards Royal Ghost Monk
Monk Zap Royal Ghost
Guards
Zap
Ice Spirit Zap Hunter Monk
Ice Spirit Zap Hunter
Monk Zap
Mini P.E.K.K.A Guards
Monk Zap
Monk Zap
Hunter
Monk
Zap
Zap Hunter
Monk
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Hunter Monk
Zap Monk
Monk
Monk
Zap Monk
Zap Ice Spirit Hunter
Zap Hunter Royal Ghost Monk
Zap Monk
Zap
Zap Hunter
Zap Ice Spirit Guards
Mini P.E.K.K.A
Zap Hunter
Zap Ice Spirit Monk
P.E.K.K.A
Monk
Zap Ice Spirit Guards
Zap Hunter Monk
Mini P.E.K.K.A Hunter
Zap
Monk Zap
P.E.K.K.A
Zap Ice Spirit Guards
Zap
Zap Royal Ghost Monk
P.E.K.K.A
Monk

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