My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

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.

Knight 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 Arrows Rage

Punishments

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

Elite Barbarians

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.

Knight Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Knight 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.

Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Arrows Knight Electro Wizard Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 8 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
Arrows Elite Barbarians P.E.K.K.A Electro Wizard Knight
Arrows
Zap Elite Barbarians P.E.K.K.A Knight
Knight
Zap Arrows Elite Barbarians Wizard Electro Wizard
Elite Barbarians
Zap Arrows Rage Knight Wizard
Wizard
Knight Elite Barbarians Rage P.E.K.K.A
Rage
Elite Barbarians Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Knight Rage

Defense Synergies 2 11

Zap
Electro Wizard Arrows Knight Elite Barbarians P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Electro Wizard Zap Arrows Wizard
Elite Barbarians
Zap Wizard
Wizard
Knight Elite Barbarians P.E.K.K.A Electro Wizard
Rage
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Knight 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 Knight Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Knight Electro Wizard
Arrows Elite Barbarians P.E.K.K.A
Arrows Zap Electro Wizard
Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Electro Wizard
Electro Wizard Zap Arrows Knight Wizard
Arrows Zap Wizard Electro Wizard
P.E.K.K.A Zap Knight Elite Barbarians Wizard Electro Wizard
Wizard Zap Arrows P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Knight Electro Wizard
Zap Elite Barbarians P.E.K.K.A Electro Wizard
Wizard Arrows Knight Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Zap Knight Elite Barbarians Wizard Electro Wizard
Zap Arrows Wizard Knight Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Arrows Knight Elite Barbarians 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.

Knight Zap Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Elite Barbarians Wizard
P.E.K.K.A Zap Knight Elite Barbarians Electro Wizard
P.E.K.K.A Zap Knight Elite Barbarians Electro Wizard
P.E.K.K.A Knight Elite Barbarians
Arrows Wizard Zap Electro Wizard
P.E.K.K.A Knight Elite Barbarians Electro Wizard
P.E.K.K.A Knight Elite Barbarians
Zap P.E.K.K.A Electro Wizard Knight Elite Barbarians
P.E.K.K.A
P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Zap Arrows Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Knight Wizard
Wizard
Elite Barbarians Electro Wizard Zap Knight P.E.K.K.A
Arrows Zap Elite Barbarians 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.)

Arrows Knight
Arrows Zap Electro Wizard
Arrows
Arrows Knight
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Elite Barbarians Electro Wizard
Zap Arrows Knight Wizard Electro Wizard
Zap Arrows Wizard
Knight Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Elite Barbarians Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard
Elite Barbarians
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard
Zap Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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