My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Archer Queen

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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Inferno 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.

Firecracker P.E.K.K.A Electro Giant Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage 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.

P.E.K.K.A Electro Giant

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

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
Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Firecracker Skeleton Army Inferno Dragon
Barbarian Barrel
Firecracker Skeleton Army Electro Wizard
The Log
Firecracker Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Skeleton Army P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Firecracker Skeleton Army Electro Wizard Inferno Dragon
Poison
Firecracker Skeleton Army Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Giant

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.

Rage Skeleton Army Tornado P.E.K.K.A Electro Giant Inferno Dragon

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Firecracker Skeleton Army Tornado Electro Wizard Inferno Dragon P.E.K.K.A Electro Giant

Shortest cycle

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

11 Rage Firecracker Skeleton Army Tornado

Attack Synergies 3 5

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.

Firecracker
Tornado P.E.K.K.A Inferno Dragon
Rage
Electro Wizard
Skeleton Army
Tornado
P.E.K.K.A Electro Giant Firecracker
P.E.K.K.A
Tornado Electro Wizard Firecracker
Electro Giant
Tornado Inferno Dragon
Electro Wizard
P.E.K.K.A Rage
Inferno Dragon
Firecracker Electro Giant

Defense Synergies 1 12

Firecracker
Skeleton Army Tornado P.E.K.K.A Electro Wizard
Rage
Skeleton Army
Firecracker Electro Wizard Inferno Dragon
Tornado
P.E.K.K.A Firecracker Electro Giant Electro Wizard Inferno Dragon
P.E.K.K.A
Tornado Firecracker Electro Wizard
Electro Giant
Tornado Inferno Dragon
Electro Wizard
Firecracker Skeleton Army Tornado P.E.K.K.A Inferno Dragon
Inferno Dragon
Skeleton Army Tornado Electro Giant 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
Skeleton Army P.E.K.K.A Inferno Dragon Firecracker Electro Wizard
Skeleton Army Tornado P.E.K.K.A Electro Wizard Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Firecracker Electro Wizard
Firecracker Skeleton Army Tornado P.E.K.K.A
Skeleton Army Tornado Firecracker Electro Wizard
Tornado Electro Wizard Inferno Dragon Firecracker
P.E.K.K.A Electro Giant Electro Wizard
P.E.K.K.A Inferno Dragon Skeleton Army Tornado
Skeleton Army Tornado Firecracker Electro Wizard
Skeleton Army Electro Wizard Firecracker Tornado Electro Giant
Inferno Dragon Firecracker Tornado Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Firecracker Tornado P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Electro Wizard
Skeleton Army Tornado P.E.K.K.A Electro Giant Electro Wizard Inferno Dragon
Firecracker Skeleton Army Tornado P.E.K.K.A Electro Wizard
Firecracker Skeleton Army Tornado Electro Wizard
Tornado Firecracker Electro Wizard Inferno Dragon
P.E.K.K.A Tornado Electro Wizard Inferno Dragon
Skeleton Army Firecracker P.E.K.K.A Electro Giant Electro Wizard

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A Electro Giant Electro Wizard
Electro Wizard Firecracker Inferno Dragon
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
Firecracker Electro Giant Tornado Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Electro Wizard Firecracker Skeleton Army Tornado Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Tornado Electro Giant Electro Wizard
Skeleton Army P.E.K.K.A
Firecracker Skeleton Army Electro Giant
Skeleton Army Electro Giant Electro Wizard Firecracker Tornado P.E.K.K.A Inferno Dragon
Firecracker P.E.K.K.A Electro Giant Electro Wizard Inferno Dragon

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.)

Firecracker
Firecracker Tornado Electro Wizard
Firecracker
Firecracker
Firecracker Electro Giant Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Tornado
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Tornado
Firecracker Electro Wizard
Firecracker Tornado Electro Giant
Tornado
Tornado
Firecracker Tornado Electro Giant
Inferno Dragon
Firecracker Tornado Electro Wizard
Tornado
Firecracker Tornado
Firecracker Tornado Electro Giant Electro Wizard
Electro Wizard Firecracker Electro Giant
Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Skeleton Army
Firecracker Tornado Electro Wizard
Firecracker Electro Wizard
Firecracker
Tornado Electro Giant
Firecracker P.E.K.K.A
Electro Giant Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Giant Electro Wizard

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