My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Goblin Cage

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Wizard 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.

Wizard 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.

Missing

Damage spells

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

Zap Fireball Rage

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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.

Rage 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.

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.

Barbarians Minion Horde Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Fireball Electro Wizard Barbarians Minion Horde Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Rage Fireball Electro Wizard

Attack Synergies 5 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.

Zap
Fireball P.E.K.K.A Electro Wizard Minion Horde
Barbarians
Minion Horde
Rage Zap
Fireball
Zap Electro Wizard
Wizard
Rage P.E.K.K.A
Rage
Minion Horde Wizard Electro Wizard
P.E.K.K.A
Zap Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Rage

Defense Synergies 2 8

Zap
Fireball Electro Wizard Barbarians Minion Horde P.E.K.K.A
Barbarians
Zap Minion Horde
Minion Horde
Zap Barbarians
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A Electro Wizard
Rage
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard 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.

Zap Minion Horde Fireball Wizard Electro Wizard
Barbarians Minion Horde P.E.K.K.A Zap Electro Wizard
Barbarians Minion Horde P.E.K.K.A Electro Wizard
Barbarians Minion Horde P.E.K.K.A Electro Wizard
Barbarians Fireball P.E.K.K.A
Fireball Zap Electro Wizard
Minion Horde Electro Wizard Zap Fireball Wizard
Zap Barbarians Fireball P.E.K.K.A Electro Wizard
Barbarians Minion Horde P.E.K.K.A
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Electro Wizard Zap Fireball Wizard
Minion Horde Zap Fireball Wizard Electro Wizard
Barbarians Minion Horde P.E.K.K.A Zap Fireball Wizard Electro Wizard
Fireball Wizard Zap Barbarians Minion Horde P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Minion Horde Electro Wizard
Barbarians Minion Horde Zap Fireball P.E.K.K.A Electro Wizard
Barbarians Minion Horde Wizard Fireball P.E.K.K.A Electro Wizard
Fireball Zap Barbarians Minion Horde Wizard Electro Wizard
Zap Wizard Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Wizard Barbarians Minion Horde Fireball 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.

Barbarians Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard
Barbarians P.E.K.K.A Zap Minion Horde Electro Wizard
P.E.K.K.A Zap Barbarians Minion Horde Fireball Electro Wizard
Barbarians P.E.K.K.A Minion Horde
Fireball Wizard Zap Minion Horde Electro Wizard
P.E.K.K.A Barbarians Minion Horde Fireball Electro Wizard
P.E.K.K.A Barbarians Minion Horde
Zap Minion Horde P.E.K.K.A Electro Wizard Barbarians Fireball
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Zap Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A Minion Horde Fireball Wizard
Wizard Barbarians Minion Horde Fireball
Barbarians Electro Wizard Zap Minion Horde Fireball P.E.K.K.A
Zap Barbarians Minion Horde Fireball Wizard 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.)

Fireball Minion Horde
Fireball Zap Electro Wizard
Minion Horde Fireball
Barbarians Fireball
Fireball Wizard Zap Minion Horde
Fireball Wizard Zap Minion Horde
Minion Horde Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Minion Horde Fireball Electro Wizard
Zap Minion Horde Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball
Minion Horde Fireball
Zap Fireball
Zap Minion Horde Fireball Wizard
Minion Horde Fireball Wizard
Fireball
Minion Horde
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard
Minion Horde Fireball
Fireball Wizard
Zap Barbarians Minion Horde Fireball
Zap Fireball Wizard
Minion Horde
Fireball Zap Wizard Electro Wizard
Fireball Zap Wizard
Fireball Zap
Zap Minion Horde Fireball Wizard Electro Wizard
Zap Electro Wizard Minion Horde Fireball Wizard
Minion Horde Fireball
Zap Minion Horde Fireball Wizard
Zap Minion Horde Fireball Electro Wizard
P.E.K.K.A Minion Horde
Fireball Wizard
Zap Minion Horde Electro Wizard Barbarians Fireball
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Minion Horde Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
Minion Horde P.E.K.K.A
Zap Minion Horde Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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