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.

Wizard Witch

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 Witch P.E.K.K.A 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Tornado 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.

Ice Spirit Arrows Tornado P.E.K.K.A 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 Spirit Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Arrows Tornado Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Tornado

Attack Synergies 4 9

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
Ice Spirit
P.E.K.K.A Witch Mega Knight
Arrows
P.E.K.K.A Mega Knight
Wizard
Tornado P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Witch Mega Knight
Witch
Ice Spirit Tornado P.E.K.K.A Mega Knight
P.E.K.K.A
Ice Spirit Arrows Tornado Wizard Witch
Mega Knight
Ice Spirit Arrows Wizard Tornado Witch

Defense Synergies 3 17

Skeletons
Ice Spirit Wizard Tornado Witch P.E.K.K.A
Ice Spirit
Skeletons Wizard Tornado Witch P.E.K.K.A Mega Knight
Arrows
Mega Knight Tornado P.E.K.K.A
Wizard
Tornado Skeletons Ice Spirit P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Skeletons Ice Spirit Arrows Witch Mega Knight
Witch
Skeletons Ice Spirit Tornado Mega Knight
P.E.K.K.A
Tornado Skeletons Ice Spirit Arrows Wizard
Mega Knight
Arrows Ice Spirit Wizard Tornado Witch

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
P.E.K.K.A Skeletons Ice Spirit Witch Mega Knight
Tornado Witch P.E.K.K.A Mega Knight Skeletons
Witch P.E.K.K.A Skeletons Mega Knight
Arrows Tornado P.E.K.K.A Mega Knight
Arrows Tornado Skeletons Mega Knight
Tornado Ice Spirit Arrows Wizard Witch
Arrows P.E.K.K.A Mega Knight
Witch P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit Mega Knight
Witch Skeletons Arrows Wizard Tornado Mega Knight
Arrows Wizard Tornado Witch
P.E.K.K.A Mega Knight Skeletons Ice Spirit Wizard Witch
Wizard Mega Knight Ice Spirit Arrows Tornado Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado Ice Spirit P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Arrows Tornado Witch P.E.K.K.A
Ice Spirit Arrows Mega Knight Wizard Tornado Witch
Arrows Wizard Tornado Witch Ice Spirit Mega Knight
P.E.K.K.A Tornado
Wizard Mega Knight Arrows Witch 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 Witch P.E.K.K.A
Arrows Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Ice Spirit Witch
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Skeletons Witch Mega Knight
Arrows Wizard Skeletons Ice Spirit Tornado Witch
P.E.K.K.A Skeletons Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Ice Spirit Tornado Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Arrows Tornado
P.E.K.K.A Mega Knight Skeletons Wizard Witch
Wizard Witch Mega Knight
Witch Skeletons Ice Spirit Tornado P.E.K.K.A
Arrows Mega Knight Wizard Witch P.E.K.K.A
Arrows

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 Tornado
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Ice Spirit Tornado Witch
Arrows Wizard Tornado Witch
Arrows Ice Spirit Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows Tornado
Arrows Wizard Mega Knight
Arrows Wizard Tornado Witch Mega Knight
Mega Knight
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Ice Spirit Wizard Witch Mega Knight
Witch
Arrows Wizard Tornado Witch
Arrows Wizard Tornado Witch Mega Knight
Arrows Tornado
Arrows Wizard Tornado Witch
Ice Spirit Wizard Witch
Arrows Wizard Mega Knight
Ice Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Ice Spirit Witch
Arrows Wizard Tornado Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows Tornado
P.E.K.K.A Mega Knight
Ice Spirit Tornado Witch
Tornado Witch
Tornado Witch Mega Knight
P.E.K.K.A
Wizard Mega Knight

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