My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Inferno Dragon

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 Bomber Bats Prince P.E.K.K.A Inferno Dragon

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.

The Log

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber 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.

Ice Spirit Bats Prince P.E.K.K.A Inferno Dragon

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 Bomber Bats The Log Inferno Dragon Prince P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bomber Bats

Attack Synergies 1 12

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 Bomber Bats Prince Inferno Dragon
Bomber
Ice Spirit Bats Prince P.E.K.K.A
Bats
Ice Spirit Bomber Prince P.E.K.K.A Inferno Dragon
Prince
Ice Spirit Bomber Bats The Log
P.E.K.K.A
Ice Spirit Bomber Bats The Log
The Log
Prince P.E.K.K.A
Inferno Dragon
Ice Spirit Bats

Defense Synergies 2 21

Skeletons
Ice Spirit Bomber Bats Prince P.E.K.K.A The Log Inferno Dragon
Ice Spirit
Skeletons Bomber Bats Prince P.E.K.K.A The Log Inferno Dragon
Bomber
Skeletons Ice Spirit Bats P.E.K.K.A The Log
Bats
Skeletons Ice Spirit Bomber Prince P.E.K.K.A The Log Inferno Dragon
Prince
The Log Skeletons Ice Spirit Bats
P.E.K.K.A
The Log Skeletons Ice Spirit Bomber Bats
The Log
Prince P.E.K.K.A Skeletons Ice Spirit Bomber Bats Inferno Dragon
Inferno Dragon
Skeletons Ice Spirit Bats The Log

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.

Bomber The Log
P.E.K.K.A Inferno Dragon Skeletons Ice Spirit Bats Prince The Log
Prince P.E.K.K.A Skeletons Bomber Bats Inferno Dragon
Prince P.E.K.K.A Inferno Dragon Skeletons Bats
Bomber Prince P.E.K.K.A The Log
The Log Skeletons Bomber Bats
Bats Inferno Dragon Ice Spirit
P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Skeletons Prince
Skeletons Ice Spirit Bomber Prince
Bats Skeletons Bomber The Log
Inferno Dragon Bats
Prince P.E.K.K.A Skeletons Ice Spirit Bomber Bats The Log
Bomber Ice Spirit Bats Prince P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Prince
Ice Spirit Prince P.E.K.K.A The Log Inferno Dragon
Skeletons Bomber Bats Prince P.E.K.K.A
Ice Spirit Bomber Bats Prince The Log
The Log Ice Spirit Bomber Bats Inferno Dragon
P.E.K.K.A Prince Inferno Dragon
Bomber Bats Prince P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Prince P.E.K.K.A
Bomber Prince The Log Inferno Dragon
P.E.K.K.A Skeletons Ice Spirit Bats Prince The Log
Prince P.E.K.K.A Bats The Log
P.E.K.K.A Skeletons Prince Inferno Dragon
Skeletons Ice Spirit Bats
Prince P.E.K.K.A Skeletons Bats
P.E.K.K.A Prince Inferno Dragon
P.E.K.K.A Skeletons Ice Spirit Bats Prince The Log Inferno Dragon
P.E.K.K.A Skeletons Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Prince
P.E.K.K.A Prince The Log
Prince P.E.K.K.A Skeletons
Bomber
Skeletons Ice Spirit Bomber Bats Prince P.E.K.K.A The Log Inferno Dragon
Bats Bomber P.E.K.K.A The Log Inferno Dragon
Bomber

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
The Log
The Log
Prince The Log
Bomber The Log
Ice Spirit Bats
Bomber The Log
The Log Ice Spirit
The Log
Bats Prince
Prince The Log
The Log
Prince The Log
Bomber The Log
The Log
Bomber Bats
Bomber Prince The Log
Bomber The Log
Prince The Log
Prince The Log
The Log
The Log Ice Spirit Bomber
Inferno Dragon
The Log
Prince The Log
The Log
Bats
Ice Spirit Bats
Bomber The Log
Ice Spirit
P.E.K.K.A Prince
The Log
Ice Spirit Bats Prince
The Log
Prince
The Log Bomber
Prince P.E.K.K.A
Ice Spirit Bats The Log
Bats
Prince The Log
Prince P.E.K.K.A Inferno Dragon

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