My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Good

1 problems 1 warnings Why?

Missing cards in your collection

Elixir Golem

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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 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 Freeze

Punishments

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

Goblin Gang Elite Barbarians

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.

Goblin Gang Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Elixir Collector Freeze 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.

Goblin Gang 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 Goblin Gang Freeze 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.

13 Zap Goblin Gang Freeze Electro Wizard

Attack Synergies 4 4

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 Freeze
Goblin Gang
P.E.K.K.A
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians P.E.K.K.A
Elixir Collector
Freeze
Zap
P.E.K.K.A
Zap Electro Wizard Goblin Gang Wizard
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 1 11

Zap
Electro Wizard Goblin Gang Elite Barbarians P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A Electro Wizard
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians Freeze P.E.K.K.A Electro Wizard
Elixir Collector
Freeze
Wizard Electro Wizard
P.E.K.K.A
Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Goblin Gang Wizard Freeze P.E.K.K.A

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 Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Elite Barbarians Freeze Electro Wizard
Elite Barbarians P.E.K.K.A Goblin Gang Electro Wizard
Elite Barbarians P.E.K.K.A
Goblin Gang Freeze Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Freeze
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Electro Wizard
Goblin Gang Electro Wizard Zap Wizard Freeze
Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A Zap Goblin Gang Elite Barbarians Wizard Freeze Electro Wizard
Wizard Zap Goblin Gang Freeze P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang Elite Barbarians Freeze P.E.K.K.A Electro Wizard
Wizard Goblin Gang Elite Barbarians P.E.K.K.A Electro Wizard
Zap Goblin Gang Elite Barbarians Wizard Electro Wizard
Zap Wizard Freeze Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Goblin Gang Wizard Elite 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.

Goblin Gang Zap Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Elite Barbarians Wizard
Goblin Gang P.E.K.K.A Zap Elite Barbarians Electro Wizard
Goblin Gang P.E.K.K.A Zap Elite Barbarians Electro Wizard
P.E.K.K.A Goblin Gang Elite Barbarians
Wizard Zap Goblin Gang Freeze Electro Wizard
Goblin Gang P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Zap Freeze P.E.K.K.A Electro Wizard Elite Barbarians
P.E.K.K.A Goblin Gang
P.E.K.K.A Elite Barbarians
P.E.K.K.A Zap Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Elite Barbarians Electro Wizard Zap Freeze P.E.K.K.A
Zap Elite Barbarians Wizard Freeze 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.)

Freeze
Zap Electro Wizard
Freeze
Wizard Zap
Wizard Zap Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Goblin Gang Elite Barbarians Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Elite Barbarians
Freeze
Zap Elite Barbarians
Zap Wizard
Wizard
Freeze
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Freeze Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Freeze
Elite Barbarians
Zap Wizard
Zap Freeze Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Goblin Gang Freeze
Zap Wizard Electro Wizard
Freeze
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians P.E.K.K.A
Zap Goblin Gang Elite Barbarians Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Electro Wizard

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