My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Hunter Magic Archer

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.

Wizard Hunter P.E.K.K.A Magic Archer

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 Fireball Tornado

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A Magic Archer

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.

Magic Archer

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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Wizard Guards Hunter Magic Archer
The Log
Guards Hunter
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Hunter P.E.K.K.A Magic Archer
Fireball
Wizard Hunter Magic Archer
Poison
Wizard Guards Hunter Magic Archer
Lightning
Wizard Hunter Magic Archer
Rocket
Wizard Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Tornado Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Tornado Hunter Magic Archer

Ladder info

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.

Guards Tornado P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Tornado Fireball Hunter Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Guards Tornado Fireball

Attack Synergies 8 7

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.

Zap
Fireball Tornado P.E.K.K.A Guards Hunter Magic Archer
Fireball
Zap Tornado Magic Archer
Wizard
Tornado P.E.K.K.A
Guards
Zap
Tornado
Zap Fireball Wizard P.E.K.K.A Magic Archer Hunter
Hunter
Zap Tornado P.E.K.K.A
P.E.K.K.A
Zap Tornado Magic Archer Wizard Hunter
Magic Archer
Tornado P.E.K.K.A Zap Fireball

Defense Synergies 6 10

Zap
Fireball Guards Tornado Hunter P.E.K.K.A Magic Archer
Fireball
Zap Tornado
Wizard
Tornado Guards P.E.K.K.A
Guards
Hunter Zap Wizard Magic Archer
Tornado
Fireball Wizard P.E.K.K.A Magic Archer Zap Hunter
Hunter
Guards Zap Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap Wizard Hunter
Magic Archer
Tornado Zap Guards

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 Fireball Wizard Magic Archer
Hunter P.E.K.K.A Zap
Tornado Hunter P.E.K.K.A
Hunter P.E.K.K.A Guards
Fireball Tornado P.E.K.K.A
Fireball Tornado Zap Guards Hunter Magic Archer
Tornado Hunter Zap Fireball Wizard Magic Archer
Zap Fireball P.E.K.K.A Magic Archer
Hunter P.E.K.K.A Tornado
Guards Tornado Hunter
Guards Zap Fireball Wizard Tornado Hunter Magic Archer
Hunter Zap Fireball Wizard Tornado Magic Archer
Hunter P.E.K.K.A Zap Fireball Wizard Guards
Fireball Wizard Zap Guards Tornado Hunter P.E.K.K.A Magic Archer
P.E.K.K.A Hunter
Tornado Zap Fireball Hunter P.E.K.K.A
Wizard Fireball Tornado Hunter P.E.K.K.A
Fireball Zap Wizard Guards Tornado Hunter Magic Archer
Zap Wizard Tornado Hunter Fireball Guards Magic Archer
P.E.K.K.A Tornado Hunter
Wizard Fireball Guards Hunter P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Fireball P.E.K.K.A
Fireball Zap Wizard Hunter Magic Archer
Guards P.E.K.K.A Zap Hunter
Guards Hunter P.E.K.K.A Zap Fireball Tornado
P.E.K.K.A Guards Hunter
Fireball Wizard Zap Tornado Hunter Magic Archer
Guards P.E.K.K.A Fireball Hunter
P.E.K.K.A Hunter
Zap P.E.K.K.A Fireball Tornado Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards Hunter
P.E.K.K.A Zap Fireball Guards Tornado
P.E.K.K.A Fireball Wizard Guards Hunter
Wizard Fireball Magic Archer
Guards Zap Fireball Tornado Hunter P.E.K.K.A Magic Archer
Zap Fireball Wizard Hunter P.E.K.K.A Magic Archer

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.)

Fireball Magic Archer Guards
Fireball Zap Tornado Magic Archer
Fireball Magic Archer
Fireball Guards
Fireball Wizard Zap Magic Archer
Fireball Wizard Zap Tornado Hunter Magic Archer
Wizard Tornado Magic Archer
Fireball Zap Wizard Tornado Hunter Magic Archer
Fireball Zap Wizard Tornado
Fireball Guards Tornado
Zap Fireball Wizard Tornado Magic Archer
Fireball Zap Wizard Tornado Magic Archer
Fireball Hunter Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Wizard Hunter Magic Archer
Magic Archer Fireball Wizard
Fireball Tornado
Zap Fireball Wizard Hunter Magic Archer
Zap Fireball Wizard Tornado Magic Archer
Fireball Magic Archer
Fireball Wizard Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Wizard Hunter Magic Archer
Fireball Zap Wizard Tornado Hunter Magic Archer
Fireball Zap Wizard Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Zap Fireball Wizard Tornado Hunter Magic Archer
Zap Fireball Wizard Guards
Fireball
Zap Fireball Wizard Hunter Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Wizard Magic Archer
Zap Fireball Guards Magic Archer
Fireball Zap Wizard Tornado Hunter Magic Archer
Fireball
Fireball Wizard Hunter Magic Archer
Zap Fireball Wizard Magic Archer
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Guards Tornado Magic Archer
Zap Fireball Tornado Magic Archer
Zap Fireball Tornado Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: