My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

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.

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 Rocket Rage Lightning

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.

Rocket Lightning

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket

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 Rocket Rage Guards

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Guards Mini P.E.K.K.A Electro Wizard Rocket Lightning

Shortest cycle

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

7 Mirror Zap Rage Guards

Attack Synergies 2 9

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
Mirror Electro Wizard Mini P.E.K.K.A Guards
Mini P.E.K.K.A
Zap Mirror Rage Lightning Electro Wizard
Rocket
Mirror
Mirror
Zap Mini P.E.K.K.A Rocket Lightning
Rage
Mini P.E.K.K.A Electro Wizard
Guards
Zap
Lightning
Mini P.E.K.K.A Mirror
Electro Wizard
Zap Mini P.E.K.K.A Rage

Defense Synergies 4 5

Zap
Mini P.E.K.K.A Mirror Electro Wizard Guards
Mini P.E.K.K.A
Zap Electro Wizard Mirror Guards
Rocket
Mirror
Zap Mini P.E.K.K.A Electro Wizard
Rage
Guards
Zap Mini P.E.K.K.A Electro Wizard
Lightning
Electro Wizard
Zap Mini P.E.K.K.A Mirror Guards

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.

Rocket Lightning Zap Electro Wizard
Mini P.E.K.K.A Zap Electro Wizard
Mini P.E.K.K.A Rocket Lightning Electro Wizard
Mini P.E.K.K.A Guards Electro Wizard
Lightning Mini P.E.K.K.A Rocket
Zap Guards Electro Wizard
Rocket Lightning Electro Wizard Zap
Rocket Lightning Zap Electro Wizard
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Electro Wizard
Guards Electro Wizard Zap
Zap Electro Wizard
Mini P.E.K.K.A Zap Rocket Guards Lightning Electro Wizard
Rocket Zap Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Rocket Zap Mini P.E.K.K.A Lightning Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap Guards Electro Wizard
Zap Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Guards 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 Guards Zap Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Rocket Lightning
Guards Zap Mini P.E.K.K.A Rocket Lightning Electro Wizard
Mini P.E.K.K.A Rocket Guards Lightning Zap Electro Wizard
Mini P.E.K.K.A Guards
Rocket Zap Electro Wizard
Mini P.E.K.K.A Rocket Guards Lightning Electro Wizard
Mini P.E.K.K.A
Zap Rocket Lightning Electro Wizard Mini P.E.K.K.A
Guards
Mini P.E.K.K.A Guards
Rocket Lightning Zap Guards Electro Wizard
Mini P.E.K.K.A Rocket Lightning Guards
Guards Electro Wizard Zap Mini P.E.K.K.A Rocket Lightning
Zap Mini 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.)

Lightning Rocket Guards
Zap Electro Wizard
Rocket Lightning
Lightning Rocket Guards
Rocket Zap
Zap Rocket
Zap Lightning
Zap Lightning
Rocket Lightning Mini P.E.K.K.A Guards Electro Wizard
Rocket Lightning Zap Electro Wizard
Lightning Zap Rocket
Rocket Lightning
Lightning Rocket
Lightning Zap
Rocket Lightning Zap
Lightning Rocket
Lightning Rocket
Mini P.E.K.K.A Rocket Lightning
Rocket Lightning Zap Mini P.E.K.K.A Electro Wizard
Rocket Lightning Zap
Rocket Lightning
Rocket Lightning
Rocket Lightning
Rocket Lightning Zap
Zap
Zap Lightning Electro Wizard
Lightning Zap
Rocket Lightning Zap
Lightning Zap Electro Wizard
Zap Rocket Lightning Electro Wizard Guards
Lightning Mini P.E.K.K.A
Lightning Zap Rocket
Zap Rocket Lightning Electro Wizard
Rocket Lightning
Zap Lightning Electro Wizard Rocket Guards
Rocket Lightning Zap Electro Wizard
Lightning Mini P.E.K.K.A Rocket Electro Wizard
Zap Lightning
Rocket Lightning Zap
Zap Rocket Guards Lightning Electro Wizard
Zap Rocket Lightning Electro Wizard
Lightning Zap Rocket Electro Wizard

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