My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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.

Ice 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 P.E.K.K.A Ice Wizard

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 Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Ice 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.

Heal Spirit Battle Healer Tornado P.E.K.K.A Ice Wizard

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.

Heal Spirit Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Heal Spirit Zap Tornado Ice Wizard Battle Healer P.E.K.K.A

Shortest cycle

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

4 Mirror Skeletons Heal Spirit Zap

Attack Synergies 5 10

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
Zap
Mirror Tornado P.E.K.K.A Heal Spirit Battle Healer Ice Wizard
Heal Spirit
Battle Healer Zap P.E.K.K.A
Battle Healer
Heal Spirit Zap Mirror Tornado Ice Wizard
Mirror
Zap Battle Healer Tornado
Tornado
Zap P.E.K.K.A Battle Healer Mirror Ice Wizard
P.E.K.K.A
Zap Tornado Heal Spirit Ice Wizard
Ice Wizard
Zap Battle Healer Tornado P.E.K.K.A

Defense Synergies 5 13

Skeletons
Zap Battle Healer Tornado P.E.K.K.A Ice Wizard
Zap
Mirror Skeletons Battle Healer Tornado P.E.K.K.A Ice Wizard
Heal Spirit
Battle Healer
Mirror Skeletons Zap Tornado Ice Wizard
Mirror
Zap Battle Healer Tornado Ice Wizard
Tornado
Mirror P.E.K.K.A Ice Wizard Skeletons Zap Battle Healer
P.E.K.K.A
Tornado Skeletons Zap Ice Wizard
Ice Wizard
Tornado Skeletons Zap Battle Healer Mirror P.E.K.K.A

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
P.E.K.K.A Skeletons Zap Battle Healer Ice Wizard
Tornado P.E.K.K.A Skeletons Ice Wizard
P.E.K.K.A Skeletons Ice Wizard
Battle Healer Tornado P.E.K.K.A
Tornado Skeletons Zap Ice Wizard
Tornado Zap Ice Wizard
Zap Battle Healer P.E.K.K.A
P.E.K.K.A Skeletons Tornado Ice Wizard
Tornado Skeletons Battle Healer Ice Wizard
Ice Wizard Skeletons Zap Tornado
Zap Tornado Ice Wizard
P.E.K.K.A Skeletons Zap Battle Healer Ice Wizard
Zap Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Skeletons Tornado P.E.K.K.A
Zap Battle Healer Tornado Ice Wizard
Zap Tornado Battle Healer Ice Wizard
P.E.K.K.A Tornado
Battle Healer P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Battle Healer P.E.K.K.A
Zap Battle Healer
P.E.K.K.A Skeletons Zap Battle Healer
P.E.K.K.A Zap Battle Healer Tornado
P.E.K.K.A Skeletons Battle Healer
Skeletons Zap Tornado Ice Wizard
P.E.K.K.A Skeletons Battle Healer Ice Wizard
P.E.K.K.A Battle Healer
Zap P.E.K.K.A Skeletons Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons
Skeletons Zap Battle Healer Tornado P.E.K.K.A
Zap Battle Healer P.E.K.K.A Ice Wizard
Zap Ice Wizard

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.)

Zap Tornado Ice Wizard
Zap
Zap Tornado Ice Wizard
Tornado
Zap Tornado Ice Wizard
Zap Tornado
Tornado
Zap Tornado
Zap Tornado
Zap
Zap
Tornado
Zap
Zap Tornado
Tornado
Tornado
Zap
Zap Tornado Ice Wizard
Zap Tornado Ice Wizard
Zap Tornado
Zap Tornado
Zap Tornado Ice Wizard
Zap
Zap
Zap
P.E.K.K.A
Zap
Zap Tornado Ice Wizard
Zap
Zap Tornado
P.E.K.K.A
Zap Tornado
Zap Tornado
Zap Tornado
P.E.K.K.A

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