My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Archers 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.

Archers 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

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.

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.

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

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.

Arrows Skeleton Army 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.

Skeleton Army

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 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 Archers Arrows Skeleton Army Electro Wizard Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Archers Arrows Skeleton Army

Attack Synergies 5 4

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 P.E.K.K.A Electro Wizard Archers
Archers
Zap Arrows P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers
Barbarians
Wizard
P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Arrows Electro Wizard Archers Wizard
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 1 16

Zap
Electro Wizard Archers Arrows Barbarians Skeleton Army P.E.K.K.A
Archers
Zap Skeleton Army P.E.K.K.A Electro Wizard
Arrows
Zap Barbarians P.E.K.K.A
Barbarians
Zap Arrows Skeleton Army
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army
Zap Archers Barbarians Wizard Electro Wizard
P.E.K.K.A
Zap Archers Arrows Wizard Electro Wizard
Electro Wizard
Zap Archers Wizard Skeleton Army 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 Wizard Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Zap Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Archers Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Arrows Barbarians Skeleton Army P.E.K.K.A
Arrows Skeleton Army Zap Archers Electro Wizard
Electro Wizard Zap Archers Arrows Wizard
Zap Arrows Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Skeleton Army
Skeleton Army Archers Barbarians Electro Wizard
Archers Barbarians Skeleton Army Electro Wizard Zap Arrows Wizard
Arrows Zap Archers Wizard Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Zap Wizard Electro Wizard
Wizard Skeleton Army Zap Arrows Barbarians P.E.K.K.A Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Barbarians Skeleton Army Zap P.E.K.K.A Electro Wizard
Barbarians Wizard Arrows Skeleton Army P.E.K.K.A Electro Wizard
Arrows Zap Archers Barbarians Wizard Skeleton Army Electro Wizard
Zap Arrows Wizard Archers Barbarians Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Wizard Skeleton Army Archers Arrows 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.

Barbarians Skeleton Army Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Arrows Wizard
Barbarians Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Zap Barbarians Electro Wizard
Barbarians P.E.K.K.A Skeleton Army
Arrows Wizard Zap Archers Electro Wizard
Skeleton Army P.E.K.K.A Archers Barbarians Electro Wizard
P.E.K.K.A Barbarians Skeleton Army
Zap P.E.K.K.A Electro Wizard Barbarians Skeleton Army
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians
Skeleton Army P.E.K.K.A Zap Arrows Barbarians Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Archers Barbarians Skeleton Army
Barbarians Skeleton Army Electro Wizard Zap Archers P.E.K.K.A
Arrows Zap Archers 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
Arrows Zap Electro Wizard
Arrows
Arrows Barbarians
Wizard Zap Arrows
Arrows Wizard Zap
Archers Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Archers Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Archers Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows Barbarians
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Zap Archers Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Archers Barbarians Skeleton Army
Zap Archers Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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