My Best Clash Royale Deck

Deck Check Rating

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

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.

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 Prince P.E.K.K.A Golden 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.

Zap

Punishments

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

Prince Golden 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 Goblins Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard

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 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 Goblins 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 Ice Spirit Goblins Zap Golden Knight Wizard Prince P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Goblins Zap

Attack Synergies 4 5

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
Zap P.E.K.K.A Goblins Prince
Goblins
Ice Spirit Zap
Zap
Ice Spirit Prince P.E.K.K.A Goblins
Wizard
Prince P.E.K.K.A
Prince
Zap Ice Spirit Wizard
P.E.K.K.A
Ice Spirit Zap Wizard
Golden Knight

Defense Synergies 1 18

Skeletons
Ice Spirit Zap Wizard Prince P.E.K.K.A
Ice Spirit
Zap Skeletons Goblins Wizard Prince P.E.K.K.A Golden Knight
Goblins
Ice Spirit Zap Wizard
Zap
Ice Spirit Skeletons Goblins Prince P.E.K.K.A Golden Knight
Wizard
Skeletons Ice Spirit Goblins Prince P.E.K.K.A Golden Knight
Prince
Skeletons Ice Spirit Zap Wizard
P.E.K.K.A
Skeletons Ice Spirit Zap Wizard
Golden Knight
Ice Spirit Zap Wizard

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.

Zap Wizard Golden Knight
P.E.K.K.A Skeletons Ice Spirit Goblins Zap Prince
Prince P.E.K.K.A Skeletons Goblins
Prince P.E.K.K.A Skeletons Goblins
Prince P.E.K.K.A
Skeletons Goblins Zap
Ice Spirit Zap Wizard
Zap P.E.K.K.A Golden Knight
P.E.K.K.A Skeletons Goblins Prince
Skeletons Ice Spirit Goblins Prince
Goblins Skeletons Zap Wizard
Zap Wizard
Prince P.E.K.K.A Skeletons Ice Spirit Zap Wizard
Wizard Ice Spirit Goblins Zap Prince P.E.K.K.A Golden Knight
P.E.K.K.A Prince
Ice Spirit Zap Prince P.E.K.K.A
Wizard Skeletons Goblins Prince P.E.K.K.A
Ice Spirit Goblins Zap Wizard Prince Golden Knight
Zap Wizard Ice Spirit
P.E.K.K.A Prince
Wizard Goblins Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Goblins Zap Prince P.E.K.K.A
Zap Wizard Prince
P.E.K.K.A Skeletons Ice Spirit Goblins Zap Prince Golden Knight
Prince P.E.K.K.A Zap
P.E.K.K.A Skeletons Prince
Wizard Skeletons Ice Spirit Zap
Prince P.E.K.K.A Skeletons Goblins
P.E.K.K.A Prince
Zap P.E.K.K.A Skeletons Ice Spirit Goblins Prince
P.E.K.K.A Skeletons
P.E.K.K.A Prince Golden Knight
P.E.K.K.A Zap Prince
Prince P.E.K.K.A Skeletons Wizard Golden Knight
Wizard
Skeletons Ice Spirit Goblins Zap Prince P.E.K.K.A Golden Knight
Zap Wizard P.E.K.K.A Golden Knight
Zap

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.)

Golden Knight
Zap Golden Knight
Prince
Wizard Zap
Wizard Ice Spirit Zap
Wizard
Ice Spirit Zap Wizard
Zap Wizard Golden Knight
Goblins Prince
Zap Wizard Prince Golden Knight
Zap Wizard
Golden Knight
Zap Prince
Zap Wizard Golden Knight
Wizard
Zap Wizard Prince
Zap Wizard Golden Knight
Prince
Wizard
Prince
Zap
Zap Ice Spirit Wizard
Zap Wizard Golden Knight
Zap Wizard Prince Golden Knight
Zap Golden Knight
Zap Wizard
Zap Ice Spirit Wizard
Zap Wizard
Zap Ice Spirit
P.E.K.K.A Prince
Wizard
Zap Ice Spirit Prince
Zap Wizard
Wizard Prince
Zap Wizard
Zap
Prince P.E.K.K.A
Zap Ice Spirit Golden Knight
Zap
Zap Prince Golden Knight
Prince P.E.K.K.A
Wizard

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