My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem Fisherman

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Magic Archer

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.

Wizard P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Miner

Damage spells

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

Rage Tornado

Punishments

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

Miner

Pump responses

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

Miner

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 Magic Archer

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.

Miner Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Magic Archer

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.

Rage Tornado P.E.K.K.A Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Tornado Miner Electro Wizard Magic Archer Barbarians Wizard P.E.K.K.A

Shortest cycle

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

12 Rage Tornado Miner Electro Wizard

Attack Synergies 5 7

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.

Barbarians
Wizard
Tornado Rage P.E.K.K.A Miner
Rage
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Magic Archer
P.E.K.K.A
Tornado Electro Wizard Magic Archer Wizard
Miner
Wizard Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Rage Miner Magic Archer
Magic Archer
Tornado P.E.K.K.A Miner Electro Wizard

Defense Synergies 3 5

Barbarians
Wizard
Tornado P.E.K.K.A Electro Wizard
Rage
Tornado
Wizard P.E.K.K.A Magic Archer Electro Wizard
P.E.K.K.A
Tornado Wizard Electro Wizard
Miner
Electro Wizard
Wizard Tornado P.E.K.K.A Magic Archer
Magic Archer
Tornado Electro Wizard

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.

Wizard Electro Wizard Magic Archer
Barbarians P.E.K.K.A Electro Wizard
Barbarians Tornado P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Tornado P.E.K.K.A
Tornado Electro Wizard Magic Archer
Tornado Electro Wizard Wizard Magic Archer
Barbarians P.E.K.K.A Electro Wizard Magic Archer
Barbarians P.E.K.K.A Tornado
Tornado Barbarians Miner Electro Wizard
Barbarians Electro Wizard Wizard Tornado Magic Archer
Wizard Tornado Electro Wizard Magic Archer
Barbarians P.E.K.K.A Wizard Electro Wizard
Wizard Barbarians Tornado P.E.K.K.A Electro Wizard Magic Archer
Barbarians P.E.K.K.A Electro Wizard
Barbarians Tornado P.E.K.K.A Electro Wizard
Barbarians Wizard Tornado P.E.K.K.A Electro Wizard
Barbarians Wizard Tornado Electro Wizard Magic Archer
Wizard Tornado Barbarians Electro Wizard Magic Archer
Barbarians P.E.K.K.A Tornado Electro Wizard
Wizard 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 P.E.K.K.A Electro Wizard
Electro Wizard Wizard Miner Magic Archer
Barbarians P.E.K.K.A Electro Wizard
P.E.K.K.A Barbarians Tornado Electro Wizard
Barbarians P.E.K.K.A
Wizard Tornado Electro Wizard Magic Archer
P.E.K.K.A Barbarians Electro Wizard
P.E.K.K.A Barbarians
P.E.K.K.A Electro Wizard Barbarians Tornado Magic Archer
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Tornado Electro Wizard
Barbarians P.E.K.K.A Wizard
Wizard Barbarians Magic Archer
Barbarians Electro Wizard Tornado P.E.K.K.A Magic Archer
Barbarians Wizard P.E.K.K.A Electro Wizard Magic Archer

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.)

Magic Archer
Tornado Miner Electro Wizard Magic Archer
Miner Magic Archer
Barbarians
Wizard Magic Archer
Wizard Tornado Magic Archer
Wizard Tornado Magic Archer
Wizard Tornado Magic Archer
Miner Wizard Tornado
Tornado Electro Wizard
Miner Wizard Tornado Electro Wizard Magic Archer
Wizard Tornado Magic Archer
Miner Magic Archer
Magic Archer
Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Tornado
Wizard Electro Wizard Magic Archer
Wizard Tornado Miner Magic Archer
Magic Archer
Wizard Tornado
Tornado
Barbarians
Tornado Wizard Magic Archer
Miner Wizard Tornado Electro Wizard Magic Archer
Wizard Tornado Miner Magic Archer
Miner Tornado Magic Archer
Wizard Tornado Electro Wizard Magic Archer
Electro Wizard Wizard
Wizard Miner Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
Wizard Magic Archer
Electro Wizard Barbarians Magic Archer
Wizard Tornado Electro Wizard Magic Archer
Miner Wizard Electro Wizard Magic Archer
Wizard Magic Archer
Tornado
P.E.K.K.A
Tornado Electro Wizard Magic Archer
Tornado Electro Wizard Magic Archer
Tornado Miner Electro Wizard Magic Archer

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