My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

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.

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.

Bomber Wizard 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 Rage Tornado

Punishments

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

Goblin Gang

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.

Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Tornado

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.

Rage Tornado P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Goblin Gang Tornado Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Bomber Zap Rage Goblin Gang

Attack Synergies 6 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.

Bomber
Zap P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Wizard Bomber
Goblin Gang
P.E.K.K.A
Wizard
Tornado Rage P.E.K.K.A
Rage
Wizard Electro Wizard
Tornado
Zap Wizard P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Wizard Bomber Goblin Gang Wizard
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 3 13

Bomber
Zap Tornado P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bomber Goblin Gang Tornado P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A Electro Wizard
Wizard
Tornado P.E.K.K.A Electro Wizard
Rage
Tornado
Wizard P.E.K.K.A Bomber Zap Electro Wizard
P.E.K.K.A
Tornado Bomber Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Bomber Goblin Gang Wizard Tornado 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.

Bomber Zap Wizard Electro Wizard
P.E.K.K.A Bomber Zap Goblin Gang Electro Wizard
Goblin Gang Tornado P.E.K.K.A Bomber Electro Wizard
P.E.K.K.A Bomber Goblin Gang Electro Wizard
Bomber Tornado P.E.K.K.A
Goblin Gang Tornado Bomber Zap Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Wizard
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Bomber Electro Wizard
Goblin Gang Electro Wizard Bomber Zap Wizard Tornado
Zap Goblin Gang Wizard Tornado Electro Wizard
P.E.K.K.A Bomber Zap Goblin Gang Wizard Electro Wizard
Bomber Wizard Zap Goblin Gang Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Tornado Zap Goblin Gang P.E.K.K.A Electro Wizard
Wizard Bomber Goblin Gang Tornado P.E.K.K.A Electro Wizard
Bomber Zap Goblin Gang Wizard Tornado Electro Wizard
Zap Wizard Tornado Bomber Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bomber Goblin Gang Wizard 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 P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Goblin Gang Wizard
Goblin Gang P.E.K.K.A Zap Electro Wizard
Goblin Gang P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Goblin Gang
Wizard Zap Goblin Gang Tornado Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard Bomber
Goblin Gang Electro Wizard Bomber Zap Tornado P.E.K.K.A
Bomber Zap 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.)

Zap Tornado Electro Wizard
Bomber Wizard Zap
Wizard Zap Tornado
Bomber Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Goblin Gang Tornado Electro Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado
Zap
Bomber Zap Wizard
Wizard
Tornado
Bomber
Bomber Zap Wizard Electro Wizard
Bomber Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Bomber Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado
Zap Tornado
Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Goblin Gang
Zap Wizard Tornado Electro Wizard
Goblin Gang Wizard Electro Wizard
Bomber Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Goblin Gang Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard

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