My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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!

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.

Skeletons 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 Fireball

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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 Mini P.E.K.K.A 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.

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 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 Zap Arrows Fireball Mini P.E.K.K.A Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Zap Arrows Fireball

Attack Synergies 7 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
Zap
Arrows Fireball P.E.K.K.A Electro Wizard Mini P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A Mini P.E.K.K.A
Fireball
Zap Arrows Electro Wizard
Mini P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Mini P.E.K.K.A

Defense Synergies 4 16

Skeletons
Zap Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard
Zap
Fireball Mini P.E.K.K.A Electro Wizard Skeletons Arrows P.E.K.K.A
Arrows
Zap Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball
Zap Arrows Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Skeletons Arrows Fireball Wizard
Wizard
Skeletons Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A
Skeletons Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Skeletons Fireball 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 Fireball Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Electro Wizard
Arrows Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Fireball Skeletons Zap Electro Wizard
Electro Wizard Zap Arrows Fireball Wizard
Zap Arrows Fireball P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A Electro Wizard
Electro Wizard Skeletons Zap Arrows Fireball Wizard
Arrows Zap Fireball Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Zap Fireball Wizard Electro Wizard
Fireball Wizard Zap Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Skeletons Arrows Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Fireball Zap Wizard Electro Wizard
Zap Arrows Wizard Fireball Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Arrows Fireball Mini P.E.K.K.A 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 Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Skeletons Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Mini P.E.K.K.A
Arrows Fireball Wizard Skeletons Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Fireball Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Fireball Mini P.E.K.K.A
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Arrows Fireball Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Fireball Wizard
Wizard Fireball
Electro Wizard Skeletons Zap Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Fireball Mini P.E.K.K.A 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.)

Fireball Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Zap Arrows
Arrows Fireball Wizard Zap
Arrows Wizard
Arrows Fireball Zap Wizard
Arrows Fireball Zap Wizard
Fireball Mini P.E.K.K.A Electro Wizard
Zap Arrows Fireball Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Mini P.E.K.K.A
Zap Arrows Fireball Mini P.E.K.K.A Wizard Electro Wizard
Zap Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Arrows Fireball Zap Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball Zap Arrows
Zap Arrows Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball Mini P.E.K.K.A
Zap Arrows Fireball Wizard
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Zap Electro Wizard Fireball
Fireball Zap Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Mini P.E.K.K.A Wizard Electro Wizard
Arrows Zap Fireball Wizard
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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