My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

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 Ice Spirit Wizard 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.

Tornado The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Wizard Tornado The Log

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 Heal Spirit Tornado 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 Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Heal Spirit The Log Tornado Wizard P.E.K.K.A

Shortest cycle

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

4 Skeletons Electro Spirit Ice Spirit Heal Spirit

Attack Synergies 3 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.

Skeletons
Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A
Heal Spirit
Wizard P.E.K.K.A
Wizard
Tornado Heal Spirit P.E.K.K.A
Tornado
Wizard P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit Tornado Electro Spirit Heal Spirit Wizard The Log
The Log
Tornado P.E.K.K.A

Defense Synergies 3 14

Skeletons
Electro Spirit Ice Spirit Wizard Tornado P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Ice Spirit
Skeletons Wizard Tornado P.E.K.K.A The Log
Heal Spirit
Wizard
Tornado Skeletons Ice Spirit P.E.K.K.A The Log
Tornado
Wizard P.E.K.K.A Skeletons Ice Spirit The Log
P.E.K.K.A
Tornado The Log Skeletons Ice Spirit Wizard
The Log
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Wizard Tornado

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.

Wizard The Log
P.E.K.K.A Skeletons Ice Spirit The Log
Tornado P.E.K.K.A Skeletons
P.E.K.K.A Skeletons
Tornado P.E.K.K.A The Log
Tornado The Log Skeletons Electro Spirit
Tornado Electro Spirit Ice Spirit Wizard
Electro Spirit P.E.K.K.A The Log
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit
Skeletons Electro Spirit Wizard Tornado The Log
Wizard Tornado
P.E.K.K.A Skeletons Ice Spirit Wizard The Log
Wizard Electro Spirit Ice Spirit Tornado P.E.K.K.A The Log
P.E.K.K.A
Tornado Ice Spirit P.E.K.K.A The Log
Wizard Skeletons Tornado P.E.K.K.A
Ice Spirit Electro Spirit Wizard Tornado The Log
Wizard Tornado The Log Electro Spirit Ice Spirit
P.E.K.K.A Tornado
Wizard Electro Spirit P.E.K.K.A The Log
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
Wizard The Log
P.E.K.K.A Skeletons Ice Spirit The Log
P.E.K.K.A Tornado The Log
P.E.K.K.A Skeletons
Wizard Skeletons Electro Spirit Ice Spirit Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Tornado The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Tornado The Log
P.E.K.K.A Skeletons Wizard
Wizard
Skeletons Electro Spirit Ice Spirit Tornado P.E.K.K.A The Log
Electro Spirit Wizard P.E.K.K.A The Log
Electro Spirit

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.)

The Log
Tornado The Log
The Log
The Log
Wizard The Log
Wizard Electro Spirit Ice Spirit Tornado
Wizard Tornado The Log
The Log Ice Spirit Wizard Tornado
The Log Wizard Tornado
Tornado
Wizard Tornado The Log
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log
Tornado
Wizard The Log
Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Electro Spirit Ice Spirit Wizard
The Log Wizard Tornado
Wizard Tornado The Log
Tornado The Log
Wizard Tornado
Electro Spirit Ice Spirit Wizard
Wizard The Log
Electro Spirit Ice Spirit
P.E.K.K.A
Wizard The Log
Electro Spirit Ice Spirit
Wizard Tornado
The Log
Wizard
The Log Wizard
Tornado
P.E.K.K.A
Electro Spirit Ice Spirit Tornado The Log
Tornado
Tornado The Log
P.E.K.K.A
Wizard

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