My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 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!
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.

Missing

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Spirit 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.

Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Ice Spirit 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.

Electro Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Rocket

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.

Electro Spirit Ice Spirit Arrows Rocket 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Ice Spirit Arrows Cannon Rocket P.E.K.K.A

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice Spirit

Attack Synergies 3 2

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
Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A
Arrows
Mirror P.E.K.K.A
Cannon
Rocket
Mirror
Mirror
Arrows Rocket
P.E.K.K.A
Ice Spirit Arrows Electro Spirit

Defense Synergies 3 9

Skeletons
Cannon Electro Spirit Ice Spirit P.E.K.K.A
Electro Spirit
Skeletons
Ice Spirit
Skeletons Cannon Rocket P.E.K.K.A
Arrows
Mirror Cannon P.E.K.K.A
Cannon
Skeletons Mirror Ice Spirit Arrows Rocket
Rocket
Ice Spirit Cannon
Mirror
Arrows Cannon
P.E.K.K.A
Skeletons Ice Spirit Arrows

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.

Rocket Cannon
P.E.K.K.A Skeletons Ice Spirit Cannon
Cannon Rocket P.E.K.K.A Skeletons
Cannon P.E.K.K.A Skeletons
Arrows Rocket P.E.K.K.A
Arrows Skeletons Electro Spirit Cannon
Rocket Electro Spirit Ice Spirit Arrows Cannon
Rocket Electro Spirit Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Skeletons
Skeletons Ice Spirit Cannon
Skeletons Electro Spirit Arrows Cannon
Arrows
Cannon P.E.K.K.A Skeletons Ice Spirit Rocket
Rocket Electro Spirit Ice Spirit Arrows Cannon P.E.K.K.A
P.E.K.K.A Cannon
Rocket Ice Spirit Cannon P.E.K.K.A
Skeletons Arrows Cannon P.E.K.K.A
Ice Spirit Arrows Cannon Electro Spirit
Arrows Electro Spirit Ice Spirit Cannon
P.E.K.K.A Cannon
Electro Spirit Arrows Cannon P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Arrows Rocket
P.E.K.K.A Skeletons Ice Spirit Rocket
Rocket P.E.K.K.A
P.E.K.K.A Skeletons Cannon
Arrows Rocket Skeletons Electro Spirit Ice Spirit
Rocket P.E.K.K.A Skeletons
P.E.K.K.A
Rocket P.E.K.K.A Skeletons Electro Spirit Ice Spirit
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
Rocket P.E.K.K.A Arrows
Rocket P.E.K.K.A Skeletons Cannon
Cannon
Skeletons Electro Spirit Ice Spirit Rocket P.E.K.K.A
Arrows Electro Spirit Cannon P.E.K.K.A
Electro Spirit Arrows Cannon

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 Rocket
Arrows
Rocket Arrows
Arrows Rocket
Rocket Arrows
Arrows Electro Spirit Ice Spirit Rocket
Arrows
Arrows Ice Spirit
Arrows
Rocket
Rocket Arrows
Arrows Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket
Rocket
Rocket Arrows
Rocket Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Electro Spirit Ice Spirit
Arrows
Arrows
Rocket Arrows
Arrows
Rocket Electro Spirit Ice Spirit
Arrows Rocket
Rocket Electro Spirit Ice Spirit Arrows
P.E.K.K.A
Rocket Arrows
Electro Spirit Ice Spirit Rocket
Rocket Arrows
Arrows
Rocket
Arrows
Rocket Arrows
P.E.K.K.A
Electro Spirit Ice Spirit Rocket
Rocket
Rocket
P.E.K.K.A
Rocket

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