My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Bats Ice Golem Flying Machine Inferno Tower Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Ice Golem Flying Machine Witch P.E.K.K.A

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

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 Golem Flying Machine P.E.K.K.A

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 Flying Machine Witch
Zap
Skeletons Bats Flying Machine Inferno Tower Witch
Barbarian Barrel
Skeletons Inferno Tower Witch
The Log
Skeletons Witch
Earthquake
Skeletons Inferno Tower Witch
Arrows
Skeletons Bats Flying Machine Witch
Royal Delivery
Skeletons Bats Flying Machine Witch P.E.K.K.A
Fireball
Flying Machine Inferno Tower Witch
Poison
Bats Flying Machine Inferno Tower Witch
Lightning
Ice Golem Inferno Tower Witch
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem

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 Ice Golem Inferno Tower 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 Golem Witch

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.

Skeletons Bats Zap Ice Golem Flying Machine Inferno Tower Witch P.E.K.K.A

Shortest cycle

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

7 Skeletons Bats Zap Ice Golem

Attack Synergies 2 10

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
Ice Golem Zap Flying Machine P.E.K.K.A
Zap
P.E.K.K.A Bats Ice Golem Flying Machine Witch
Ice Golem
Bats Zap Flying Machine Witch
Flying Machine
Bats Zap Ice Golem P.E.K.K.A
Inferno Tower
Witch
Zap Ice Golem P.E.K.K.A
P.E.K.K.A
Zap Bats Flying Machine Witch

Defense Synergies 1 20

Skeletons
Bats Zap Ice Golem Flying Machine Inferno Tower Witch P.E.K.K.A
Bats
Skeletons Zap Ice Golem Inferno Tower P.E.K.K.A
Zap
Skeletons Bats Ice Golem Flying Machine Inferno Tower Witch P.E.K.K.A
Ice Golem
Inferno Tower Skeletons Bats Zap Flying Machine Witch
Flying Machine
Skeletons Zap Ice Golem Inferno Tower P.E.K.K.A
Inferno Tower
Ice Golem Skeletons Bats Zap Flying Machine
Witch
Skeletons Zap Ice Golem
P.E.K.K.A
Skeletons Bats Zap Flying Machine

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 Ice Golem Flying Machine Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Bats Zap Flying Machine Witch
Inferno Tower Witch P.E.K.K.A Skeletons Bats
Inferno Tower Witch P.E.K.K.A Skeletons Bats
P.E.K.K.A
Skeletons Bats Zap Flying Machine
Bats Inferno Tower Zap Flying Machine Witch
Zap Ice Golem Flying Machine Inferno Tower P.E.K.K.A
Inferno Tower Witch P.E.K.K.A Skeletons
Skeletons Ice Golem Inferno Tower
Bats Witch Skeletons Zap Ice Golem Flying Machine
Inferno Tower Bats Zap Flying Machine Witch
Inferno Tower P.E.K.K.A Skeletons Bats Zap Flying Machine Witch
Bats Zap Witch P.E.K.K.A
Inferno Tower P.E.K.K.A
Inferno Tower Zap P.E.K.K.A
Skeletons Bats Inferno Tower Witch P.E.K.K.A
Bats Zap Flying Machine Witch
Zap Witch Bats Ice Golem Flying Machine
P.E.K.K.A Inferno Tower
Bats Flying Machine Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Ice Golem Inferno Tower Witch P.E.K.K.A
Zap Ice Golem Flying Machine
P.E.K.K.A Skeletons Bats Zap Ice Golem Inferno Tower Witch
P.E.K.K.A Bats Zap Ice Golem Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Witch
Skeletons Bats Zap Ice Golem Flying Machine Witch
P.E.K.K.A Skeletons Bats Ice Golem Flying Machine Inferno Tower Witch
Inferno Tower P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats Ice Golem Flying Machine Inferno Tower Witch
Inferno Tower Witch P.E.K.K.A Skeletons
P.E.K.K.A Bats Flying Machine Inferno Tower Witch
P.E.K.K.A Zap
P.E.K.K.A Skeletons Ice Golem Inferno Tower Witch
Flying Machine Witch
Inferno Tower Witch Skeletons Bats Zap Ice Golem Flying Machine P.E.K.K.A
Bats Zap Ice Golem Flying Machine Inferno Tower Witch P.E.K.K.A
Zap Inferno Tower

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.)

Ice Golem Flying Machine
Zap Flying Machine
Flying Machine
Ice Golem Flying Machine
Zap
Bats Zap Ice Golem Flying Machine Witch
Flying Machine Witch
Zap Ice Golem Flying Machine
Zap Flying Machine
Bats
Zap Flying Machine
Zap Flying Machine
Flying Machine Ice Golem
Flying Machine
Zap Ice Golem Flying Machine
Zap Flying Machine Witch
Flying Machine
Bats
Zap Flying Machine
Zap Flying Machine Witch
Zap Flying Machine
Zap Ice Golem Witch
Witch
Zap Flying Machine Witch
Zap Flying Machine Witch
Zap
Bats Zap Ice Golem Flying Machine Witch
Zap Bats Flying Machine Witch
Zap
Zap
P.E.K.K.A
Zap Bats Flying Machine Witch
Zap Flying Machine Witch
Flying Machine
Zap Ice Golem Flying Machine
Zap
Flying Machine P.E.K.K.A
Zap Bats Flying Machine Witch
Bats Zap Flying Machine Witch
Zap Flying Machine Witch
P.E.K.K.A

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