My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla P.E.K.K.A Bandit 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

Punishments

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

Elite Barbarians Bandit

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.

Elite Barbarians P.E.K.K.A Bandit

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.

Elite Barbarians Bandit 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
Elite Barbarians Guards Bandit
Giant Snowball
Guards
Zap
Guards Bandit
Barbarian Barrel
Tesla Elite Barbarians Guards Bandit Electro Wizard
The Log
Elite Barbarians Guards Bandit
Earthquake
Tesla Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Guards P.E.K.K.A Bandit Electro Wizard
Fireball
Tesla Elite Barbarians Bandit Electro Wizard
Poison
Guards Electro Wizard
Lightning
Tesla Elite Barbarians Bandit Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Guards 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.

Elite Barbarians

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Bandit Tesla Electro Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Guards Bandit

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.

Zap
Arrows Elite Barbarians P.E.K.K.A Electro Wizard Guards Bandit
Arrows
Zap Elite Barbarians P.E.K.K.A Bandit
Tesla
Elite Barbarians
Zap Arrows Bandit
Guards
Zap Bandit
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Elite Barbarians Guards Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 1 14

Zap
Electro Wizard Arrows Tesla Elite Barbarians Guards P.E.K.K.A Bandit
Arrows
Zap Tesla P.E.K.K.A Bandit
Tesla
Zap Arrows Guards Electro Wizard
Elite Barbarians
Zap
Guards
Zap Tesla Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Electro Wizard
Electro Wizard
Zap Tesla Guards P.E.K.K.A Bandit

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 Tesla Electro Wizard
Elite Barbarians P.E.K.K.A Zap Tesla Bandit Electro Wizard
Tesla P.E.K.K.A Elite Barbarians Bandit Electro Wizard
Tesla Elite Barbarians P.E.K.K.A Guards Bandit Electro Wizard
Arrows Elite Barbarians P.E.K.K.A
Arrows Zap Tesla Guards Bandit Electro Wizard
Tesla Electro Wizard Zap Arrows
Zap Arrows Tesla P.E.K.K.A Bandit Electro Wizard
Tesla P.E.K.K.A Elite Barbarians
Elite Barbarians Guards Tesla Bandit Electro Wizard
Guards Electro Wizard Zap Arrows Tesla Bandit
Arrows Tesla Zap Electro Wizard
Tesla P.E.K.K.A Zap Elite Barbarians Guards Bandit Electro Wizard
Zap Arrows Tesla Guards P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Tesla Bandit Electro Wizard
Zap Tesla Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Tesla Arrows Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Tesla Zap Elite Barbarians Guards Bandit Electro Wizard
Zap Arrows Tesla Guards Bandit Electro Wizard
P.E.K.K.A Tesla Elite Barbarians Electro Wizard
Arrows Tesla Elite Barbarians Guards P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Zap Tesla Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Tesla Elite Barbarians
Guards P.E.K.K.A Bandit Zap Elite Barbarians Electro Wizard
Guards P.E.K.K.A Zap Tesla Elite Barbarians Bandit Electro Wizard
P.E.K.K.A Tesla Elite Barbarians Guards Bandit
Arrows Zap Tesla Electro Wizard
Guards P.E.K.K.A Tesla Elite Barbarians Bandit Electro Wizard
P.E.K.K.A Tesla Elite Barbarians
Zap P.E.K.K.A Electro Wizard Elite Barbarians Bandit
P.E.K.K.A Tesla Guards
P.E.K.K.A Tesla Elite Barbarians Guards
P.E.K.K.A Zap Arrows Elite Barbarians Guards Electro Wizard
Elite Barbarians P.E.K.K.A Tesla Guards Bandit
Tesla
Tesla Elite Barbarians Guards Electro Wizard Zap P.E.K.K.A
Arrows Zap Tesla Elite Barbarians 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 Guards Bandit
Arrows Zap Bandit Electro Wizard
Arrows Bandit
Arrows Guards
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Zap Bandit
Elite Barbarians Guards Electro Wizard
Zap Arrows Bandit Electro Wizard
Zap Arrows
Elite Barbarians Bandit
Arrows Bandit
Zap Arrows Elite Barbarians
Zap Arrows Bandit
Arrows Bandit
Arrows
Zap Arrows Bandit Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Zap Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Bandit
Elite Barbarians Zap Arrows Electro Wizard
Zap Electro Wizard Guards
Elite Barbarians
Zap Arrows Bandit
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Guards Bandit
Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Guards Electro Wizard
Zap Electro Wizard
Zap Bandit Electro Wizard

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