My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Wizard Giant Skeleton 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

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 Skeleton 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Clone Giant Skeleton 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Zap Clone Electro Wizard Wizard Giant Skeleton P.E.K.K.A

Shortest cycle

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

7 Mirror Bomber Zap Clone

Attack Synergies 5 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.

Bomber
Zap Giant Skeleton P.E.K.K.A
Zap
Mirror P.E.K.K.A Electro Wizard Bomber Giant Skeleton
Wizard
Giant Skeleton P.E.K.K.A
Mirror
Zap Giant Skeleton
Clone
Giant Skeleton Electro Wizard
Giant Skeleton
Clone Bomber Zap Wizard Mirror Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bomber Wizard
Electro Wizard
Zap P.E.K.K.A Clone Giant Skeleton

Defense Synergies 2 11

Bomber
Zap P.E.K.K.A Electro Wizard
Zap
Mirror Electro Wizard Bomber Giant Skeleton P.E.K.K.A
Wizard
Giant Skeleton P.E.K.K.A Electro Wizard
Mirror
Zap Electro Wizard
Clone
Giant Skeleton
Zap Wizard Electro Wizard
P.E.K.K.A
Bomber Zap Wizard Electro Wizard
Electro Wizard
Zap Bomber Wizard Mirror Giant Skeleton 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 Zap Wizard Electro Wizard
P.E.K.K.A Bomber Zap Electro Wizard
P.E.K.K.A Bomber Giant Skeleton Electro Wizard
P.E.K.K.A Bomber Electro Wizard
Bomber Giant Skeleton P.E.K.K.A
Bomber Zap Electro Wizard
Electro Wizard Zap Wizard
Zap Giant Skeleton P.E.K.K.A Electro Wizard
P.E.K.K.A
Bomber Giant Skeleton Electro Wizard
Electro Wizard Bomber Zap Wizard Giant Skeleton
Zap Wizard Electro Wizard
P.E.K.K.A Bomber Zap Wizard Giant Skeleton Electro Wizard
Bomber Wizard Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Bomber P.E.K.K.A Electro Wizard
Bomber Zap Wizard Electro Wizard
Zap Wizard Bomber Giant Skeleton Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Wizard Giant Skeleton 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 Giant Skeleton P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Wizard
Giant Skeleton P.E.K.K.A Zap Electro Wizard
Giant Skeleton P.E.K.K.A Zap Electro Wizard
Giant Skeleton P.E.K.K.A
Wizard Zap Electro Wizard
P.E.K.K.A Giant Skeleton Electro Wizard
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Giant Skeleton
P.E.K.K.A Zap Giant Skeleton Electro Wizard
Giant Skeleton P.E.K.K.A Wizard
Wizard Bomber
Electro Wizard Bomber Zap Giant Skeleton P.E.K.K.A
Bomber Zap Wizard Giant Skeleton 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.)

Giant Skeleton
Zap Electro Wizard
Giant Skeleton
Giant Skeleton
Bomber Wizard Zap
Wizard Zap
Bomber Wizard
Zap Wizard
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Bomber Zap Wizard
Wizard
Bomber
Bomber Zap Wizard Electro Wizard
Bomber Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Bomber Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard
Zap Electro Wizard
P.E.K.K.A Giant Skeleton
Wizard
Zap Electro Wizard
Zap Wizard Electro Wizard
Wizard Electro Wizard
Bomber Zap Wizard
Zap Giant Skeleton
P.E.K.K.A
Zap Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

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