My Best Clash Royale Deck

Deck Check Rating

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

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.

Ice Golem 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 Royal Giant Ice Golem P.E.K.K.A Electro Wizard Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Tornado

Punishments

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

Royal 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.

Royal Giant Ice Golem 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 Monk

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Ice Golem Tornado

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.

Ice Golem 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.

Royal Giant

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.

Ice Golem 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Ice Golem Tornado Electro Wizard Monk Royal Giant P.E.K.K.A

Shortest cycle

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

9 Bomber Zap Ice Golem Tornado

Attack Synergies 6 11

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
Royal Giant Zap Ice Golem P.E.K.K.A Monk
Zap
Tornado P.E.K.K.A Electro Wizard Bomber Royal Giant Ice Golem
Royal Giant
Bomber Zap Ice Golem Tornado Electro Wizard Monk
Ice Golem
Bomber Zap Royal Giant Electro Wizard
Tornado
Zap P.E.K.K.A Royal Giant
P.E.K.K.A
Zap Tornado Electro Wizard Bomber
Electro Wizard
Zap P.E.K.K.A Royal Giant Ice Golem
Monk
Bomber Royal Giant

Defense Synergies 3 11

Bomber
Ice Golem Zap Tornado P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bomber Ice Golem Tornado P.E.K.K.A
Royal Giant
Ice Golem
Bomber Zap Tornado Electro Wizard
Tornado
P.E.K.K.A Bomber Zap Ice Golem Electro Wizard
P.E.K.K.A
Tornado Bomber Zap Electro Wizard
Electro Wizard
Zap Bomber Ice Golem Tornado P.E.K.K.A
Monk

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 Zap Ice Golem Electro Wizard
P.E.K.K.A Bomber Zap Electro Wizard Monk
Tornado P.E.K.K.A Bomber Electro Wizard
P.E.K.K.A Bomber Electro Wizard Monk
Bomber Tornado P.E.K.K.A Monk
Tornado Bomber Zap Electro Wizard
Tornado Electro Wizard Zap
Zap Ice Golem P.E.K.K.A Electro Wizard Monk
P.E.K.K.A Tornado
Tornado Bomber Ice Golem Electro Wizard
Electro Wizard Bomber Zap Ice Golem Tornado
Zap Tornado Electro Wizard
P.E.K.K.A Bomber Zap Electro Wizard
Bomber Zap Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Monk Zap P.E.K.K.A Electro Wizard
Bomber Tornado P.E.K.K.A Electro Wizard
Bomber Zap Tornado Electro Wizard
Zap Tornado Bomber Ice Golem Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bomber 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.

Zap Ice Golem P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Ice Golem Monk
P.E.K.K.A Zap Ice Golem Electro Wizard
P.E.K.K.A Zap Ice Golem Tornado Electro Wizard Monk
P.E.K.K.A
Zap Ice Golem Tornado Electro Wizard Monk
P.E.K.K.A Ice Golem Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Golem Tornado Monk
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Monk Zap Tornado Electro Wizard
P.E.K.K.A Ice Golem
Bomber
Electro Wizard Bomber Zap Ice Golem Tornado P.E.K.K.A Monk
Bomber Zap Ice Golem P.E.K.K.A Electro 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.)

Ice Golem Monk
Monk Zap Tornado Electro Wizard
Ice Golem
Bomber Zap
Zap Ice Golem Tornado Monk
Bomber Tornado
Zap Ice Golem Tornado
Monk Zap Tornado
Tornado Electro Wizard
Monk Zap Tornado Electro Wizard
Monk Zap Tornado
Ice Golem
Monk
Zap Ice Golem
Bomber Zap
Monk Tornado
Bomber
Bomber Zap Electro Wizard Monk
Bomber Zap Tornado Monk
Monk
Tornado
Tornado Monk
Zap Monk
Zap Ice Golem Tornado Bomber
Zap Tornado Electro Wizard Monk
Zap Tornado Monk
Zap Tornado
Zap Ice Golem Tornado Electro Wizard
Zap Electro Wizard
Bomber Zap
Zap Electro Wizard Monk
P.E.K.K.A
Monk
Zap Electro Wizard
Zap Tornado Electro Wizard Monk
Electro Wizard
Bomber Zap Ice Golem
Monk Zap Tornado
P.E.K.K.A
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Monk

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