My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Magic Archer

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!

Advanced stuff

Defensive cards

Anti-air

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

Tesla Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla 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 Fireball

Punishments

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

Elite Barbarians

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Guards 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 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 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 Guards Tesla Fireball Electro Wizard Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Zap Guards Tesla Fireball

Attack Synergies 5 5

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 Fireball P.E.K.K.A Electro Wizard Guards
Tesla
Elite Barbarians
Zap Fireball Wizard
Fireball
Zap Elite Barbarians Electro Wizard
Wizard
Elite Barbarians P.E.K.K.A
Guards
Zap
P.E.K.K.A
Zap Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball

Defense Synergies 2 15

Zap
Fireball Electro Wizard Tesla Elite Barbarians Guards P.E.K.K.A
Tesla
Zap Fireball Wizard Guards Electro Wizard
Elite Barbarians
Zap Wizard
Fireball
Zap Tesla Electro Wizard
Wizard
Tesla Elite Barbarians Guards P.E.K.K.A Electro Wizard
Guards
Zap Tesla Wizard Electro Wizard
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Tesla Fireball Wizard Guards 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 Tesla Fireball Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Zap Tesla Electro Wizard
Tesla P.E.K.K.A Elite Barbarians Electro Wizard
Tesla Elite Barbarians P.E.K.K.A Guards Electro Wizard
Elite Barbarians Fireball P.E.K.K.A
Fireball Zap Tesla Guards Electro Wizard
Tesla Electro Wizard Zap Fireball Wizard
Zap Tesla Fireball P.E.K.K.A Electro Wizard
Tesla P.E.K.K.A Elite Barbarians
Elite Barbarians Guards Tesla Electro Wizard
Guards Electro Wizard Zap Tesla Fireball Wizard
Tesla Zap Fireball Wizard Electro Wizard
Tesla P.E.K.K.A Zap Elite Barbarians Fireball Wizard Guards Electro Wizard
Fireball Wizard Zap Tesla Guards P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Tesla Electro Wizard
Zap Tesla Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Tesla Wizard Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Tesla Fireball Zap Elite Barbarians Wizard Guards Electro Wizard
Zap Wizard Tesla Fireball Guards Electro Wizard
P.E.K.K.A Tesla Elite Barbarians Electro Wizard
Wizard Tesla Elite Barbarians Fireball Guards 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.

Guards Zap Tesla Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Tesla Elite Barbarians Wizard
Guards P.E.K.K.A Zap Elite Barbarians Electro Wizard
Guards P.E.K.K.A Zap Tesla Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Tesla Elite Barbarians Guards
Fireball Wizard Zap Tesla Electro Wizard
Guards P.E.K.K.A Tesla Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Tesla Elite Barbarians
Zap P.E.K.K.A Electro Wizard Elite Barbarians Fireball
P.E.K.K.A Tesla Guards
P.E.K.K.A Tesla Elite Barbarians Guards
P.E.K.K.A Zap Elite Barbarians Fireball Guards Electro Wizard
Elite Barbarians P.E.K.K.A Tesla Fireball Wizard Guards
Wizard Tesla Fireball
Tesla Elite Barbarians Guards Electro Wizard Zap Fireball P.E.K.K.A
Zap Tesla Elite Barbarians Fireball 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.)

Fireball Guards
Fireball Zap Electro Wizard
Fireball
Fireball Guards
Fireball Wizard Zap
Fireball Wizard Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Elite Barbarians Fireball Guards Electro Wizard
Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Elite Barbarians Fireball
Fireball
Zap Elite Barbarians Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Fireball Zap Wizard Electro Wizard
Fireball Zap Wizard
Fireball Zap
Elite Barbarians Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard Guards
Elite Barbarians Fireball
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Fireball Guards
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Fireball Guards Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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