My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Wizard Elixir Collector 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

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.

Elixir Collector

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Elixir Collector 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.

Minions 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.

Zap Minions Bandit Electro Wizard Wizard Elite Barbarians Elixir Collector P.E.K.K.A

Shortest cycle

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

12 Zap Minions Bandit Electro Wizard

Attack Synergies 4 10

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
Elite Barbarians P.E.K.K.A Electro Wizard Minions Bandit
Minions
Zap Elite Barbarians P.E.K.K.A Bandit
Elite Barbarians
Zap Minions Wizard Bandit
Wizard
Elite Barbarians P.E.K.K.A Bandit
Elixir Collector
P.E.K.K.A
Zap Electro Wizard Minions Wizard
Bandit
Zap Minions Elite Barbarians Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 1 13

Zap
Electro Wizard Minions Elite Barbarians P.E.K.K.A Bandit
Minions
Zap P.E.K.K.A Bandit Electro Wizard
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Elixir Collector
P.E.K.K.A
Zap Minions Wizard Electro Wizard
Bandit
Zap Minions Wizard Electro Wizard
Electro Wizard
Zap Minions Wizard 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 Minions Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Zap Minions Bandit Electro Wizard
P.E.K.K.A Minions Elite Barbarians Bandit Electro Wizard
Elite Barbarians P.E.K.K.A Minions Bandit Electro Wizard
Elite Barbarians P.E.K.K.A
Zap Minions Bandit Electro Wizard
Minions Electro Wizard Zap Wizard
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Minions Elite Barbarians
Elite Barbarians Bandit Electro Wizard
Minions Electro Wizard Zap Wizard Bandit
Minions Zap Wizard Electro Wizard
P.E.K.K.A Zap Minions Elite Barbarians Wizard Bandit Electro Wizard
Wizard Zap Minions P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Zap Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Wizard Minions Elite Barbarians P.E.K.K.A Electro Wizard
Zap Minions Elite Barbarians Wizard Bandit Electro Wizard
Zap Wizard Minions Bandit Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Minions Elite Barbarians 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.

Zap Elite Barbarians P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Elite Barbarians Wizard
P.E.K.K.A Bandit Zap Minions Elite Barbarians Electro Wizard
P.E.K.K.A Zap Elite Barbarians Bandit Electro Wizard
P.E.K.K.A Elite Barbarians Bandit
Wizard Zap Minions Electro Wizard
P.E.K.K.A Minions Elite Barbarians Bandit Electro Wizard
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Electro Wizard Minions Elite Barbarians Bandit
P.E.K.K.A
P.E.K.K.A Minions Elite Barbarians
P.E.K.K.A Zap Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Wizard Bandit
Wizard
Elite Barbarians Electro Wizard Zap Minions P.E.K.K.A
Minions Zap Elite Barbarians 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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Wizard Zap
Wizard Zap Minions
Wizard
Zap Wizard
Zap Wizard Bandit
Minions Elite Barbarians Electro Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard
Elite Barbarians Bandit
Minions Bandit
Zap Elite Barbarians
Zap Wizard Bandit
Wizard Bandit
Minions
Zap Wizard Bandit Electro Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard Bandit
Zap Bandit
Elite Barbarians Zap Wizard Electro Wizard
Zap Electro Wizard Minions Wizard
Elite Barbarians
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Minions Bandit
Zap Wizard Electro Wizard
Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians P.E.K.K.A
Zap Minions Elite Barbarians Electro Wizard
Zap Electro Wizard
Zap Bandit Electro Wizard

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