My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Electro 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.

Bomber Giant Wizard Hunter P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

Giant

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.

Giant P.E.K.K.A

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard Hunter

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 Rage 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.

Wizard 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.

Bomber Rage Arrows Hunter Electro Wizard Giant Wizard P.E.K.K.A

Shortest cycle

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

11 Bomber Rage Arrows Hunter

Attack Synergies 6 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.

Bomber
Giant P.E.K.K.A
Arrows
Giant P.E.K.K.A
Giant
Bomber Arrows Rage Hunter Wizard Electro Wizard
Wizard
Giant Rage P.E.K.K.A
Rage
Giant Wizard Electro Wizard
Hunter
Giant P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Bomber Wizard Hunter
Electro Wizard
P.E.K.K.A Giant Rage

Defense Synergies 0 8

Bomber
P.E.K.K.A Electro Wizard
Arrows
P.E.K.K.A
Giant
Wizard
P.E.K.K.A Electro Wizard
Rage
Hunter
P.E.K.K.A Electro Wizard
P.E.K.K.A
Bomber Arrows Wizard Hunter Electro Wizard
Electro Wizard
Bomber Wizard Hunter 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.

Bomber Wizard Electro Wizard
Hunter P.E.K.K.A Bomber Electro Wizard
Hunter P.E.K.K.A Bomber Electro Wizard
Hunter P.E.K.K.A Bomber Electro Wizard
Bomber Arrows P.E.K.K.A
Arrows Bomber Hunter Electro Wizard
Hunter Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Electro Wizard
Hunter P.E.K.K.A
Bomber Hunter Electro Wizard
Electro Wizard Bomber Arrows Wizard Hunter
Arrows Hunter Wizard Electro Wizard
Hunter P.E.K.K.A Bomber Wizard Electro Wizard
Bomber Wizard Arrows Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Hunter P.E.K.K.A Electro Wizard
Wizard Bomber Arrows Hunter P.E.K.K.A Electro Wizard
Arrows Bomber Wizard Hunter Electro Wizard
Arrows Wizard Hunter Bomber Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Bomber Wizard Arrows Hunter 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.

P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows Wizard Hunter
P.E.K.K.A Hunter Electro Wizard
Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter
Arrows Wizard Hunter Electro Wizard
P.E.K.K.A Hunter Electro Wizard
P.E.K.K.A Hunter
P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Hunter
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Wizard Hunter
Wizard Bomber
Electro Wizard Bomber Hunter P.E.K.K.A
Arrows Bomber Wizard Hunter P.E.K.K.A Electro Wizard
Arrows

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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows
Bomber Wizard Arrows
Arrows Wizard Hunter
Bomber Arrows Wizard
Arrows Wizard Hunter
Arrows Wizard
Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Hunter
Arrows
Arrows
Bomber Arrows Wizard Hunter
Arrows Wizard
Arrows
Bomber
Bomber Arrows Wizard Hunter Electro Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows
Arrows Bomber Wizard Hunter
Arrows Wizard Hunter Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Hunter Electro Wizard
Electro Wizard Wizard
Bomber Arrows Wizard Hunter
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard
Arrows Wizard Hunter Electro Wizard
Arrows
Wizard Hunter Electro Wizard
Arrows Bomber Wizard
Arrows
P.E.K.K.A
Electro Wizard
Electro Wizard
Electro Wizard

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