My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Wizard Baby 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 Archers Wizard Baby Dragon Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Golem

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.

Mini P.E.K.K.A

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 Mini P.E.K.K.A Baby Dragon Golem

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.

Mini P.E.K.K.A Golem

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard Baby Dragon

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 Mini P.E.K.K.A Baby Dragon Golem

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Archers Mini P.E.K.K.A Baby Dragon Wizard Golem

Shortest cycle

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

7 Skeletons Ice Spirit Zap Archers

Attack Synergies 2 15

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 Archers Mini P.E.K.K.A Baby Dragon Golem
Zap
Ice Spirit Archers Mini P.E.K.K.A Baby Dragon Golem
Archers
Ice Spirit Zap Mini P.E.K.K.A Baby Dragon Golem
Mini P.E.K.K.A
Ice Spirit Zap Archers Wizard Baby Dragon Golem
Wizard
Mini P.E.K.K.A Golem
Baby Dragon
Golem Ice Spirit Zap Archers Mini P.E.K.K.A
Golem
Baby Dragon Ice Spirit Zap Archers Mini P.E.K.K.A Wizard

Defense Synergies 3 15

Skeletons
Ice Spirit Zap Archers Mini P.E.K.K.A Wizard Baby Dragon
Ice Spirit
Zap Mini P.E.K.K.A Skeletons Archers Wizard Baby Dragon
Zap
Ice Spirit Mini P.E.K.K.A Skeletons Archers Baby Dragon
Archers
Skeletons Ice Spirit Zap Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Ice Spirit Zap Skeletons Archers Wizard Baby Dragon
Wizard
Skeletons Ice Spirit Mini P.E.K.K.A
Baby Dragon
Skeletons Ice Spirit Zap Archers Mini P.E.K.K.A
Golem

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 Baby Dragon
Mini P.E.K.K.A Skeletons Ice Spirit Zap
Mini P.E.K.K.A Skeletons Archers
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A
Skeletons Zap Archers Baby Dragon
Ice Spirit Zap Archers Wizard Baby Dragon
Zap Baby Dragon
Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Archers Mini P.E.K.K.A
Archers Skeletons Zap Wizard Baby Dragon
Zap Archers Wizard Baby Dragon
Mini P.E.K.K.A Skeletons Ice Spirit Zap Wizard
Wizard Ice Spirit Zap Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Ice Spirit Zap Mini P.E.K.K.A
Wizard Skeletons Mini P.E.K.K.A
Ice Spirit Zap Archers Wizard Baby Dragon
Zap Wizard Baby Dragon Ice Spirit Archers
Mini P.E.K.K.A
Wizard Archers Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Zap Archers
Zap Archers Mini P.E.K.K.A Wizard Baby Dragon
Skeletons Ice Spirit Zap Mini P.E.K.K.A
Mini P.E.K.K.A Zap
Skeletons Mini P.E.K.K.A
Wizard Skeletons Ice Spirit Zap Archers Baby Dragon
Mini P.E.K.K.A Skeletons Archers
Mini P.E.K.K.A
Zap Skeletons Ice Spirit Mini P.E.K.K.A Baby Dragon
Skeletons
Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Skeletons Wizard
Wizard Archers Baby Dragon
Skeletons Ice Spirit Zap Archers Mini P.E.K.K.A Baby Dragon
Zap Archers Mini P.E.K.K.A Wizard Baby Dragon
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.)

Baby Dragon
Zap Baby Dragon
Baby Dragon
Wizard Zap Baby Dragon
Wizard Ice Spirit Zap Baby Dragon
Archers Wizard Baby Dragon
Ice Spirit Zap Wizard Baby Dragon
Zap Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Archers Wizard Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon
Wizard Baby Dragon
Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Wizard Baby Dragon
Zap Wizard Baby Dragon
Baby Dragon
Wizard
Zap Baby Dragon
Zap Ice Spirit Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Zap Archers Wizard Baby Dragon
Zap Ice Spirit Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Ice Spirit
Wizard
Zap Ice Spirit Archers
Zap Archers Wizard Baby Dragon
Mini P.E.K.K.A Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap
Zap Ice Spirit Baby Dragon
Zap
Zap Baby Dragon
Wizard

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