My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Good
F2P score
Bad

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Fireball Rage Freeze

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 Wall Breakers

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 Wall Breakers

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Freeze

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.

Mini P.E.K.K.A Rage Freeze

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Wall Breakers Rage Fireball Mini P.E.K.K.A Freeze Wizard

Shortest cycle

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

6 Mirror Zap Wall Breakers Rage

Attack Synergies 3 11

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
Fireball Mirror Mini P.E.K.K.A Wall Breakers Freeze
Fireball
Zap Mirror Wall Breakers Freeze
Mini P.E.K.K.A
Zap Wizard Mirror Rage
Wizard
Mini P.E.K.K.A Rage
Mirror
Zap Fireball Mini P.E.K.K.A Wall Breakers Freeze
Wall Breakers
Zap Fireball Mirror
Rage
Mini P.E.K.K.A Wizard
Freeze
Zap Fireball Mirror

Defense Synergies 4 6

Zap
Fireball Mini P.E.K.K.A Mirror
Fireball
Zap Mirror Mini P.E.K.K.A Freeze
Mini P.E.K.K.A
Zap Fireball Wizard Mirror Freeze
Wizard
Mini P.E.K.K.A Freeze
Mirror
Zap Fireball Mini P.E.K.K.A
Wall Breakers
Rage
Freeze
Fireball Mini P.E.K.K.A 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.

Zap Fireball Wizard
Mini P.E.K.K.A Zap
Mini P.E.K.K.A Freeze
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Fireball Freeze Zap
Zap Fireball Wizard Freeze
Zap Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Fireball Wizard Freeze
Zap Fireball Wizard
Mini P.E.K.K.A Zap Fireball Wizard Freeze
Fireball Wizard Zap Mini P.E.K.K.A Freeze
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Freeze
Wizard Fireball Mini P.E.K.K.A
Fireball Zap Wizard
Zap Wizard Freeze Fireball
Mini P.E.K.K.A
Wizard Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Fireball
Fireball Zap Mini P.E.K.K.A Wizard
Zap Mini P.E.K.K.A
Mini P.E.K.K.A Zap Fireball
Mini P.E.K.K.A
Fireball Wizard Zap Freeze
Mini P.E.K.K.A Fireball
Mini P.E.K.K.A
Zap Freeze Fireball Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Fireball
Mini P.E.K.K.A Fireball Wizard
Wizard Fireball
Zap Fireball Mini P.E.K.K.A Freeze
Zap Fireball Mini P.E.K.K.A Wizard Freeze

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 Freeze
Fireball Zap
Fireball
Fireball Freeze
Fireball Wizard Zap
Fireball Wizard Zap Freeze
Wizard
Fireball Zap Wizard Freeze
Fireball Zap Wizard
Fireball Mini P.E.K.K.A
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Fireball Freeze
Zap Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball Freeze
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Wizard
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Freeze Fireball Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Zap
Zap Fireball Wizard
Zap Fireball Wizard Freeze
Fireball Mini P.E.K.K.A
Zap Fireball Wizard
Zap Fireball Freeze
Fireball Wizard
Zap Fireball Freeze
Fireball Zap Wizard
Freeze
Fireball
Fireball Mini P.E.K.K.A Wizard
Zap Fireball Wizard
Zap Fireball
Zap Fireball Freeze
Zap Fireball
Zap Fireball Freeze

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