My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Firecracker Electro Wizard 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.

Skeletons Firecracker Elixir Golem P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem 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.

Firecracker Electro Wizard 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
Skeletons Elixir Golem
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker Elixir Golem Electro Wizard Magic Archer
The Log
Skeletons Firecracker Elixir Golem
Earthquake
Skeletons Firecracker Elixir Golem
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Elixir Golem P.E.K.K.A Electro Wizard Magic Archer
Fireball
Firecracker Elixir Golem Electro Wizard Magic Archer
Poison
Firecracker Elixir Golem Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Elixir Golem 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.

Electro 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 Arrows Firecracker Elixir Golem Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

7 Mirror Skeletons Arrows Firecracker

Attack Synergies 5 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.

Skeletons
Arrows
Mirror P.E.K.K.A Elixir Golem
Firecracker
Elixir Golem Mirror P.E.K.K.A
Elixir Golem
Firecracker Arrows Mirror Magic Archer
Mirror
Arrows Firecracker Elixir Golem Magic Archer
P.E.K.K.A
Arrows Electro Wizard Magic Archer Firecracker
Electro Wizard
P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Elixir Golem Mirror Electro Wizard

Defense Synergies 1 12

Skeletons
Firecracker P.E.K.K.A Electro Wizard Magic Archer
Arrows
Mirror P.E.K.K.A
Firecracker
Skeletons Mirror P.E.K.K.A Electro Wizard
Elixir Golem
Mirror
Arrows Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Skeletons Arrows Firecracker Electro Wizard
Electro Wizard
Skeletons Firecracker Mirror P.E.K.K.A Magic Archer
Magic Archer
Skeletons Mirror Electro 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.

Firecracker Electro Wizard Magic Archer
P.E.K.K.A Skeletons Firecracker Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Skeletons Firecracker Electro Wizard Magic Archer
Electro Wizard Arrows Firecracker Magic Archer
Arrows P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Skeletons
Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Arrows Firecracker Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
P.E.K.K.A Skeletons Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Skeletons Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Firecracker Electro Wizard Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Magic Archer
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Arrows Firecracker Skeletons Electro Wizard Magic Archer
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Firecracker Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Skeletons
Firecracker Magic Archer
Electro Wizard Skeletons Firecracker P.E.K.K.A Magic Archer
Arrows Firecracker P.E.K.K.A Electro Wizard 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.)

Magic Archer Arrows Firecracker
Arrows Firecracker Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker
Electro Wizard
Firecracker Arrows Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows
Arrows Firecracker Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Magic Archer
Arrows
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Arrows Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Arrows Firecracker Magic Archer
Electro Wizard Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
Arrows
Firecracker Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker P.E.K.K.A
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: