My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Ice 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.

Skeletons Royal Giant Ice Wizard Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

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

Arrows Fireball Tornado

Punishments

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

Royal Giant Mini P.E.K.K.A

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.

Royal Giant Mini 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.

Mini P.E.K.K.A 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
Skeletons Royal Giant
Giant Snowball
Skeletons
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons Ice Wizard Electro Wizard
The Log
Skeletons Royal Giant Mini P.E.K.K.A
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Mini P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Ice Wizard Electro Wizard
Poison
Ice Wizard Electro Wizard
Lightning
Mini P.E.K.K.A Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Tornado Ice 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 Mini P.E.K.K.A Tornado Ice Wizard

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.

Royal Giant 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 Ice 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.

Skeletons Arrows Tornado Ice Wizard Fireball Mini P.E.K.K.A Electro Wizard Royal Giant

Shortest cycle

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

10 Skeletons Arrows Tornado Ice Wizard

Attack Synergies 5 8

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.

Skeletons
Arrows
Royal Giant Fireball Mini P.E.K.K.A
Royal Giant
Arrows Fireball Ice Wizard Tornado Electro Wizard
Fireball
Arrows Royal Giant Tornado Electro Wizard
Mini P.E.K.K.A
Arrows Tornado Ice Wizard Electro Wizard
Tornado
Fireball Royal Giant Mini P.E.K.K.A Ice Wizard
Ice Wizard
Royal Giant Mini P.E.K.K.A Tornado
Electro Wizard
Royal Giant Fireball Mini P.E.K.K.A

Defense Synergies 3 14

Skeletons
Mini P.E.K.K.A Tornado Ice Wizard Electro Wizard
Arrows
Fireball Mini P.E.K.K.A Tornado Ice Wizard
Royal Giant
Fireball
Tornado Arrows Mini P.E.K.K.A Ice Wizard Electro Wizard
Mini P.E.K.K.A
Electro Wizard Skeletons Arrows Fireball Tornado Ice Wizard
Tornado
Fireball Ice Wizard Skeletons Arrows Mini P.E.K.K.A Electro Wizard
Ice Wizard
Tornado Skeletons Arrows Fireball Mini P.E.K.K.A
Electro Wizard
Mini P.E.K.K.A Skeletons Fireball Tornado

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.

Fireball Electro Wizard
Mini P.E.K.K.A Skeletons Ice Wizard Electro Wizard
Mini P.E.K.K.A Tornado Skeletons Ice Wizard Electro Wizard
Mini P.E.K.K.A Skeletons Ice Wizard Electro Wizard
Arrows Fireball Mini P.E.K.K.A Tornado
Arrows Fireball Tornado Skeletons Ice Wizard Electro Wizard
Tornado Electro Wizard Arrows Fireball Ice Wizard
Arrows Fireball Electro Wizard
Mini P.E.K.K.A Skeletons Tornado Ice Wizard
Tornado Skeletons Mini P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Skeletons Arrows Fireball Tornado
Arrows Fireball Tornado Ice Wizard Electro Wizard
Mini P.E.K.K.A Skeletons Fireball Ice Wizard Electro Wizard
Fireball Arrows Mini P.E.K.K.A Tornado Electro Wizard
Mini P.E.K.K.A Electro Wizard
Tornado Fireball Mini P.E.K.K.A Electro Wizard
Skeletons Arrows Fireball Mini P.E.K.K.A Tornado Electro Wizard
Arrows Fireball Tornado Ice Wizard Electro Wizard
Arrows Tornado Fireball Ice Wizard Electro Wizard
Mini P.E.K.K.A Tornado Electro Wizard
Arrows Fireball Mini 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.

Mini P.E.K.K.A Skeletons Fireball Electro Wizard
Fireball Electro Wizard Arrows Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Fireball Tornado Electro Wizard
Skeletons Mini P.E.K.K.A
Arrows Fireball Skeletons Tornado Ice Wizard Electro Wizard
Mini P.E.K.K.A Skeletons Fireball Ice Wizard Electro Wizard
Mini P.E.K.K.A
Electro Wizard Skeletons Fireball Mini P.E.K.K.A Tornado
Skeletons
Mini P.E.K.K.A
Arrows Fireball Tornado Electro Wizard
Mini P.E.K.K.A Skeletons Fireball
Fireball
Electro Wizard Skeletons Fireball Mini P.E.K.K.A Tornado
Arrows Fireball Mini P.E.K.K.A Ice Wizard 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 Arrows
Arrows Fireball Tornado Ice Wizard Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Arrows
Arrows Fireball Tornado Ice Wizard
Arrows Tornado
Arrows Fireball Tornado Ice Wizard
Arrows Fireball Tornado
Fireball Mini P.E.K.K.A Tornado Electro Wizard
Arrows Fireball Tornado Electro Wizard
Fireball Arrows Tornado
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Tornado
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Electro Wizard
Arrows Fireball Tornado
Fireball
Arrows Fireball Tornado
Tornado
Arrows Fireball
Arrows Tornado Fireball Ice Wizard
Arrows Fireball Tornado Ice Wizard Electro Wizard
Fireball Arrows Tornado
Fireball Arrows Tornado
Arrows Fireball Tornado Ice Wizard Electro Wizard
Electro Wizard Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Fireball
Fireball Arrows Tornado Ice Wizard Electro Wizard
Arrows Fireball
Fireball Mini P.E.K.K.A Electro Wizard
Arrows Fireball
Arrows Fireball Tornado
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard

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