My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Furnace Zappies Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Furnace Zappies P.E.K.K.A Royal Ghost Electro Wizard

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

Punishments

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

Royal Ghost

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 Royal Ghost

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Furnace Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Furnace Tornado Royal Ghost

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.

Tornado P.E.K.K.A Royal Ghost

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 Furnace 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.

Zap Tornado Royal Ghost Fireball Furnace Zappies Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Tornado Royal Ghost Fireball

Attack Synergies 7 9

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 Electro Wizard Furnace Zappies Royal Ghost
Fireball
Zap Tornado Electro Wizard
Furnace
Zap P.E.K.K.A Royal Ghost
Zappies
Zap P.E.K.K.A Royal Ghost
Tornado
Zap Fireball P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Wizard Furnace Zappies
Royal Ghost
Zap Furnace Zappies Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Royal Ghost

Defense Synergies 4 17

Zap
Fireball Electro Wizard Furnace Zappies Tornado P.E.K.K.A Royal Ghost
Fireball
Zap Tornado Zappies Electro Wizard
Furnace
Zap Zappies Tornado Royal Ghost Electro Wizard
Zappies
Zap Fireball Furnace Tornado P.E.K.K.A Electro Wizard
Tornado
Fireball P.E.K.K.A Zap Furnace Zappies Electro Wizard
P.E.K.K.A
Tornado Zap Zappies Electro Wizard
Royal Ghost
Zap Furnace Electro Wizard
Electro Wizard
Zap Fireball Furnace Zappies Tornado P.E.K.K.A Royal Ghost

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 Zappies Electro Wizard
P.E.K.K.A Zap Furnace Zappies Electro Wizard
Furnace Tornado P.E.K.K.A Zappies Electro Wizard
P.E.K.K.A Furnace Zappies Electro Wizard
Fireball Tornado P.E.K.K.A
Fireball Tornado Zap Furnace Zappies Royal Ghost Electro Wizard
Furnace Tornado Electro Wizard Zap Fireball Zappies
Zap Fireball P.E.K.K.A Electro Wizard
Zappies P.E.K.K.A Furnace Tornado
Tornado Zappies Royal Ghost Electro Wizard
Electro Wizard Zap Fireball Furnace Zappies Tornado Royal Ghost
Zap Fireball Furnace Zappies Tornado Electro Wizard
Furnace P.E.K.K.A Zap Fireball Zappies Electro Wizard
Fireball Zap Furnace Zappies Tornado P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Furnace Zappies Electro Wizard
Tornado Zap Fireball Furnace Zappies P.E.K.K.A Electro Wizard
Fireball Furnace Zappies Tornado P.E.K.K.A Electro Wizard
Fireball Zap Furnace Zappies Tornado Royal Ghost Electro Wizard
Zap Furnace Tornado Fireball Zappies Royal Ghost Electro Wizard
P.E.K.K.A Zappies Tornado Electro Wizard
Royal Ghost Fireball Furnace Zappies 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 Fireball Furnace Zappies P.E.K.K.A Royal Ghost Electro Wizard
Fireball Electro Wizard Zap Royal Ghost
Zappies P.E.K.K.A Zap Furnace Electro Wizard
P.E.K.K.A Zap Fireball Zappies Tornado Electro Wizard
P.E.K.K.A Zappies
Fireball Furnace Zap Zappies Tornado Electro Wizard
P.E.K.K.A Fireball Furnace Zappies Electro Wizard
P.E.K.K.A Zappies
Zap P.E.K.K.A Electro Wizard Fireball Zappies Tornado
P.E.K.K.A Zappies
P.E.K.K.A Zappies
P.E.K.K.A Zap Fireball Tornado Electro Wizard
P.E.K.K.A Fireball Zappies
Fireball Furnace Zappies
Zappies Electro Wizard Zap Fireball Furnace Tornado P.E.K.K.A
Zap Fireball Zappies P.E.K.K.A Royal Ghost 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.)

Fireball Royal Ghost
Fireball Zap Tornado Royal Ghost Electro Wizard
Fireball
Fireball
Fireball Zap Furnace
Fireball Zap Furnace Tornado
Furnace Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Tornado Electro Wizard
Zap Fireball Tornado Electro Wizard
Fireball Zap Tornado
Fireball
Fireball
Zap Fireball Furnace
Zap Fireball Furnace
Fireball Furnace
Fireball Tornado
Zap Fireball Electro Wizard
Zap Fireball Tornado
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Furnace
Fireball Zap Tornado Royal Ghost Electro Wizard
Fireball Zap Tornado
Fireball Zap Tornado
Zap Fireball Furnace Tornado Electro Wizard
Zap Electro Wizard Fireball Zappies
Fireball
Zap Fireball
Zap Fireball Zappies Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball Zappies
Fireball Zap Zappies Tornado Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Zappies Tornado Electro Wizard
Zap Fireball Zappies Tornado Electro Wizard
Zap Fireball Tornado Royal Ghost Electro Wizard

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