My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Tesla Wizard Elixir Collector 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.

Zap

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

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

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

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 Elixir Collector Guards 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 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 Guards Tesla Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit Zap Guards

Attack Synergies 3 3

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 Guards
Zap
Ice Spirit P.E.K.K.A Guards
Tesla
Wizard
P.E.K.K.A
Elixir Collector
Guards
Ice Spirit Zap
P.E.K.K.A
Ice Spirit Zap Wizard

Defense Synergies 2 15

Skeletons
Tesla Ice Spirit Zap Wizard P.E.K.K.A
Ice Spirit
Zap Skeletons Tesla Wizard Guards P.E.K.K.A
Zap
Ice Spirit Skeletons Tesla Guards P.E.K.K.A
Tesla
Skeletons Ice Spirit Zap Wizard Guards
Wizard
Skeletons Ice Spirit Tesla Guards P.E.K.K.A
Elixir Collector
Guards
Ice Spirit Zap Tesla Wizard
P.E.K.K.A
Skeletons 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 Tesla Wizard
P.E.K.K.A Skeletons Ice Spirit Zap Tesla
Tesla P.E.K.K.A Skeletons
Tesla P.E.K.K.A Skeletons Guards
P.E.K.K.A
Skeletons Zap Tesla Guards
Tesla Ice Spirit Zap Wizard
Zap Tesla P.E.K.K.A
Tesla P.E.K.K.A Skeletons
Guards Skeletons Ice Spirit Tesla
Guards Skeletons Zap Tesla Wizard
Tesla Zap Wizard
Tesla P.E.K.K.A Skeletons Ice Spirit Zap Wizard Guards
Wizard Ice Spirit Zap Tesla Guards P.E.K.K.A
P.E.K.K.A Tesla
Ice Spirit Zap Tesla P.E.K.K.A
Tesla Wizard Skeletons P.E.K.K.A
Ice Spirit Tesla Zap Wizard Guards
Zap Wizard Ice Spirit Tesla Guards
P.E.K.K.A Tesla
Wizard Tesla Guards 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 Zap Tesla P.E.K.K.A
Zap Tesla Wizard
Guards P.E.K.K.A Skeletons Ice Spirit Zap
Guards P.E.K.K.A Zap Tesla
P.E.K.K.A Skeletons Tesla Guards
Wizard Skeletons Ice Spirit Zap Tesla
Guards P.E.K.K.A Skeletons Tesla
P.E.K.K.A Tesla
Zap P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A Skeletons Tesla Guards
P.E.K.K.A Tesla Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Skeletons Tesla Wizard Guards
Wizard Tesla
Tesla Guards Skeletons Ice Spirit Zap P.E.K.K.A
Zap Tesla Wizard P.E.K.K.A

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.)

Guards
Zap
Guards
Wizard Zap
Wizard Ice Spirit Zap
Wizard
Ice Spirit Zap Wizard
Zap Wizard
Guards
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard
Zap Wizard
Wizard
Zap
Zap Ice Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Ice Spirit Wizard Guards
Zap Wizard
Zap Ice Spirit
P.E.K.K.A
Wizard
Zap Ice Spirit Guards
Zap Wizard
Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Ice Spirit Guards
Zap
Zap

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