My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice 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.

Skeletons Bats P.E.K.K.A Ice Wizard Mega 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 Tornado

Punishments

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

Mega 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.

P.E.K.K.A Mega 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
Skeletons Bats
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Ice Wizard
The Log
Skeletons
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats P.E.K.K.A Ice Wizard
Fireball
Ice Wizard
Poison
Bats Ice Wizard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Ice Wizard Mega Knight

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.

Bats Arrows Tornado P.E.K.K.A Ice Wizard Mega Knight

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 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.

Skeletons Bats Zap Arrows Tornado Ice Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Bats Zap Arrows

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.

Skeletons
Bats
Mega Knight Zap P.E.K.K.A
Zap
Arrows Tornado P.E.K.K.A Bats Ice Wizard Mega Knight
Arrows
Zap P.E.K.K.A Mega Knight
Tornado
Zap P.E.K.K.A Ice Wizard Mega Knight
P.E.K.K.A
Zap Arrows Tornado Bats Ice Wizard
Ice Wizard
Zap Tornado P.E.K.K.A
Mega Knight
Bats Zap Arrows Tornado

Defense Synergies 4 19

Skeletons
Bats Zap Tornado P.E.K.K.A Ice Wizard
Bats
Skeletons Zap P.E.K.K.A Ice Wizard Mega Knight
Zap
Mega Knight Skeletons Bats Arrows Tornado P.E.K.K.A Ice Wizard
Arrows
Mega Knight Zap Tornado P.E.K.K.A Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Skeletons Zap Arrows Mega Knight
P.E.K.K.A
Tornado Skeletons Bats Zap Arrows Ice Wizard
Ice Wizard
Tornado Skeletons Bats Zap Arrows P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Bats Tornado Ice 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
P.E.K.K.A Skeletons Bats Zap Ice Wizard Mega Knight
Tornado P.E.K.K.A Mega Knight Skeletons Bats Ice Wizard
P.E.K.K.A Skeletons Bats Ice Wizard Mega Knight
Arrows Tornado P.E.K.K.A Mega Knight
Arrows Tornado Skeletons Bats Zap Ice Wizard Mega Knight
Bats Tornado Zap Arrows Ice Wizard
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Tornado Ice Wizard
Tornado Skeletons Ice Wizard Mega Knight
Bats Ice Wizard Skeletons Zap Arrows Tornado Mega Knight
Arrows Bats Zap Tornado Ice Wizard
P.E.K.K.A Mega Knight Skeletons Bats Zap Ice Wizard
Mega Knight Bats Zap Arrows Tornado P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado Zap P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Arrows Tornado P.E.K.K.A
Arrows Mega Knight Bats Zap Tornado Ice Wizard
Zap Arrows Tornado Bats Ice Wizard Mega Knight
P.E.K.K.A Tornado
Mega Knight Bats Arrows P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Skeletons Zap P.E.K.K.A
Zap Arrows Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats Zap
P.E.K.K.A Mega Knight Bats Zap Tornado
P.E.K.K.A Skeletons Mega Knight
Arrows Skeletons Bats Zap Tornado Ice Wizard
P.E.K.K.A Skeletons Bats Ice Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons Bats Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Arrows Tornado
P.E.K.K.A Mega Knight Skeletons
Mega Knight
Skeletons Bats Zap Tornado P.E.K.K.A
Bats Arrows Mega Knight Zap P.E.K.K.A Ice Wizard
Zap Arrows Ice 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.)

Arrows
Arrows Zap Tornado Ice Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap Tornado Ice Wizard
Arrows Tornado
Arrows Zap Tornado Ice Wizard
Arrows Zap Tornado
Bats Tornado
Zap Arrows Tornado
Zap Arrows Tornado
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows Tornado
Bats
Zap Arrows Mega Knight
Zap Arrows Tornado Mega Knight
Mega Knight
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Ice Wizard Mega Knight
Arrows Zap Tornado Ice Wizard
Zap Arrows Tornado Mega Knight
Zap Arrows Tornado
Bats Zap Arrows Tornado Ice Wizard
Zap Bats
Zap Arrows Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap Bats
Zap Arrows Tornado Ice Wizard
Arrows
Mega Knight
Arrows Zap
Zap Arrows Tornado
P.E.K.K.A Mega Knight
Zap Bats Tornado
Bats Zap Tornado
Zap Tornado Mega Knight
P.E.K.K.A
Mega Knight

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