My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Bats Prince 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 Freeze

Punishments

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

Prince

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Freeze

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 Bats Arrows Guards Freeze Prince 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.

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 Bats Arrows Guards Freeze Prince P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit Bats Arrows

Attack Synergies 2 7

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 Bats Guards Prince
Bats
Ice Spirit Prince P.E.K.K.A
Arrows
P.E.K.K.A Freeze Prince
Guards
Ice Spirit
Freeze
Arrows
Prince
Ice Spirit Bats Arrows
P.E.K.K.A
Ice Spirit Arrows Bats

Defense Synergies 0 14

Skeletons
Ice Spirit Bats Prince P.E.K.K.A
Ice Spirit
Skeletons Bats Guards Prince P.E.K.K.A
Bats
Skeletons Ice Spirit Freeze Prince P.E.K.K.A
Arrows
Prince P.E.K.K.A
Guards
Ice Spirit Prince
Freeze
Bats
Prince
Skeletons Ice Spirit Bats Arrows Guards
P.E.K.K.A
Skeletons Ice Spirit Bats 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.

P.E.K.K.A Skeletons Ice Spirit Bats Prince
Prince P.E.K.K.A Skeletons Bats Freeze
Prince P.E.K.K.A Skeletons Bats Guards
Arrows Prince P.E.K.K.A
Arrows Freeze Skeletons Bats Guards
Bats Ice Spirit Arrows Freeze
Arrows P.E.K.K.A
P.E.K.K.A Skeletons Prince
Guards Skeletons Ice Spirit Prince
Bats Guards Skeletons Arrows Freeze
Arrows Bats
Prince P.E.K.K.A Skeletons Ice Spirit Bats Guards Freeze
Ice Spirit Bats Arrows Guards Freeze Prince P.E.K.K.A
P.E.K.K.A Prince
Ice Spirit Freeze Prince P.E.K.K.A
Skeletons Bats Arrows Prince P.E.K.K.A
Ice Spirit Arrows Bats Guards Prince
Arrows Freeze Ice Spirit Bats Guards
P.E.K.K.A Prince
Bats Arrows Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Prince P.E.K.K.A
Arrows Prince
Guards P.E.K.K.A Skeletons Ice Spirit Bats Prince
Guards Prince P.E.K.K.A Bats
P.E.K.K.A Skeletons Guards Prince
Arrows Skeletons Ice Spirit Bats Freeze
Guards Prince P.E.K.K.A Skeletons Bats
P.E.K.K.A Prince
Freeze P.E.K.K.A Skeletons Ice Spirit Bats Prince
P.E.K.K.A Skeletons Guards
P.E.K.K.A Bats Guards Prince
P.E.K.K.A Arrows Guards Prince
Prince P.E.K.K.A Skeletons Guards
Guards Skeletons Ice Spirit Bats Freeze Prince P.E.K.K.A
Bats Arrows Freeze 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 Guards Freeze
Arrows
Arrows
Arrows Guards Freeze Prince
Arrows
Arrows Ice Spirit Bats Freeze
Arrows
Arrows Ice Spirit Freeze
Arrows
Bats Guards Prince
Arrows Prince
Arrows
Arrows Freeze
Arrows Prince
Arrows
Arrows
Arrows Freeze
Bats
Arrows Prince
Arrows
Prince
Arrows
Prince
Arrows
Arrows Freeze Ice Spirit
Arrows
Arrows Prince
Arrows
Bats Arrows
Ice Spirit Bats Guards Freeze
Arrows
Ice Spirit Arrows Freeze
P.E.K.K.A Prince
Arrows
Ice Spirit Bats Guards Freeze Prince
Arrows
Freeze
Arrows
Prince
Arrows
Arrows
Prince P.E.K.K.A
Ice Spirit Bats Guards Freeze
Bats
Freeze Prince
Prince P.E.K.K.A

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