My Best Clash Royale Deck

Deck Check Rating

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

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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Firecracker 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 Firecracker Wizard P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit P.E.K.K.A Electro Giant

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 Spirit Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Wizard Electro Giant

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.

Electro Spirit P.E.K.K.A Electro Giant

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Firecracker Wizard Lightning P.E.K.K.A Electro Giant

Shortest cycle

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

5 Mirror Skeletons Electro Spirit Firecracker

Attack Synergies 2 6

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
Electro Spirit
P.E.K.K.A Electro Giant
Firecracker
Mirror P.E.K.K.A
Wizard
P.E.K.K.A
Mirror
Electro Giant Firecracker Lightning
Lightning
Electro Giant Mirror
P.E.K.K.A
Electro Spirit Firecracker Wizard
Electro Giant
Mirror Lightning Electro Spirit

Defense Synergies 0 7

Skeletons
Electro Spirit Firecracker Wizard P.E.K.K.A
Electro Spirit
Skeletons
Firecracker
Skeletons Mirror P.E.K.K.A
Wizard
Skeletons P.E.K.K.A
Mirror
Firecracker
Lightning
P.E.K.K.A
Skeletons Firecracker Wizard
Electro Giant

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.

Lightning Firecracker Wizard
P.E.K.K.A Skeletons Firecracker
P.E.K.K.A Skeletons Lightning
P.E.K.K.A Skeletons Firecracker
Lightning Firecracker P.E.K.K.A
Skeletons Electro Spirit Firecracker
Lightning Electro Spirit Firecracker Wizard
Lightning Electro Spirit P.E.K.K.A Electro Giant
P.E.K.K.A Skeletons
Skeletons Firecracker
Skeletons Electro Spirit Firecracker Wizard Electro Giant
Firecracker Wizard
P.E.K.K.A Skeletons Wizard Lightning
Wizard Electro Spirit Firecracker P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Electro Giant
Wizard Skeletons Firecracker P.E.K.K.A
Electro Spirit Firecracker Wizard
Wizard Electro Spirit Firecracker
P.E.K.K.A
Wizard Electro Spirit Firecracker P.E.K.K.A Electro Giant

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons P.E.K.K.A Electro Giant
Firecracker Wizard Lightning
P.E.K.K.A Skeletons Lightning
Lightning P.E.K.K.A
P.E.K.K.A Skeletons
Firecracker Wizard Electro Giant Skeletons Electro Spirit
P.E.K.K.A Skeletons Lightning
P.E.K.K.A
Lightning P.E.K.K.A Skeletons Electro Spirit Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A
Lightning P.E.K.K.A Electro Giant
Lightning P.E.K.K.A Skeletons Wizard
Wizard Firecracker Electro Giant
Electro Giant Skeletons Electro Spirit Firecracker Lightning P.E.K.K.A
Electro Spirit Firecracker Wizard P.E.K.K.A Electro Giant

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.)

Lightning Firecracker
Firecracker
Lightning
Lightning Firecracker
Wizard Firecracker
Firecracker Wizard Electro Giant Electro Spirit
Firecracker Wizard
Firecracker Wizard Lightning
Firecracker Wizard Lightning
Lightning
Firecracker Lightning Wizard
Lightning Firecracker Wizard
Lightning Firecracker
Lightning Firecracker
Lightning Firecracker
Lightning Firecracker Wizard
Lightning Firecracker Wizard
Lightning
Lightning
Lightning Firecracker Wizard
Lightning Firecracker Wizard Electro Giant
Lightning
Lightning Wizard
Lightning
Lightning
Firecracker Electro Giant Electro Spirit Wizard
Firecracker Wizard Lightning
Lightning Wizard
Lightning Firecracker
Lightning Firecracker Wizard Electro Giant
Lightning Electro Spirit Firecracker Wizard Electro Giant
Lightning
Lightning Wizard
Lightning Electro Spirit Firecracker
P.E.K.K.A
Firecracker Wizard Lightning
Lightning Electro Spirit
Lightning Firecracker Wizard
Lightning Firecracker Wizard
Firecracker Wizard Lightning
Lightning Electro Giant
Firecracker P.E.K.K.A
Electro Giant Electro Spirit Firecracker Lightning
Firecracker Lightning
Lightning Firecracker Electro Giant

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