My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Rascals

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 Bowler 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 Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Tornado Bowler

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 Tornado Bowler 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Tornado Fireball Electro Wizard Wizard Bowler P.E.K.K.A

Shortest cycle

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

12 Zap Guards Tornado Fireball

Attack Synergies 8 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.

Zap
Fireball Tornado P.E.K.K.A Electro Wizard Guards Bowler
Fireball
Zap Tornado Electro Wizard
Wizard
Tornado P.E.K.K.A
Guards
Zap
Tornado
Zap Fireball Wizard P.E.K.K.A Bowler
Bowler
Zap Tornado Electro Wizard
P.E.K.K.A
Zap Tornado Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Bowler

Defense Synergies 6 12

Zap
Fireball Electro Wizard Guards Tornado Bowler P.E.K.K.A
Fireball
Zap Tornado Electro Wizard
Wizard
Tornado Guards P.E.K.K.A Electro Wizard
Guards
Zap Wizard Electro Wizard
Tornado
Fireball Wizard Bowler P.E.K.K.A Zap Electro Wizard
Bowler
Tornado Zap Electro Wizard
P.E.K.K.A
Tornado Zap Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard Guards Tornado Bowler 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.

Bowler Zap Fireball Wizard Electro Wizard
P.E.K.K.A Zap Electro Wizard
Tornado Bowler P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Bowler Electro Wizard
Fireball Tornado Bowler P.E.K.K.A
Fireball Tornado Bowler Zap Guards Electro Wizard
Tornado Electro Wizard Zap Fireball Wizard
Bowler Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Bowler Electro Wizard
Guards Electro Wizard Zap Fireball Wizard Tornado Bowler
Zap Fireball Wizard Tornado Electro Wizard
Bowler P.E.K.K.A Zap Fireball Wizard Guards Electro Wizard
Fireball Wizard Bowler Zap Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap Fireball Bowler P.E.K.K.A Electro Wizard
Wizard Fireball Tornado Bowler P.E.K.K.A Electro Wizard
Fireball Zap Wizard Guards Tornado Bowler Electro Wizard
Zap Wizard Tornado Fireball Guards Bowler Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Bowler 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 Fireball Bowler P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard Bowler
Guards P.E.K.K.A Zap Bowler Electro Wizard
Guards Bowler P.E.K.K.A Zap Fireball Tornado Electro Wizard
P.E.K.K.A Guards Bowler
Fireball Wizard Zap Tornado Electro Wizard
Guards P.E.K.K.A Fireball Bowler Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards Bowler
P.E.K.K.A Zap Fireball Guards Tornado Bowler Electro Wizard
Bowler P.E.K.K.A Fireball Wizard Guards
Wizard Fireball Bowler
Guards Electro Wizard Zap Fireball Tornado Bowler P.E.K.K.A
Bowler Zap 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 Tornado Bowler Electro Wizard
Fireball
Fireball Guards
Fireball Wizard Zap Bowler
Fireball Wizard Zap Tornado
Wizard Tornado Bowler
Fireball Zap Wizard Tornado Bowler
Fireball Zap Wizard Tornado
Fireball Guards Tornado Bowler Electro Wizard
Zap Fireball Wizard Tornado Bowler Electro Wizard
Fireball Zap Wizard Tornado
Fireball Bowler
Fireball
Zap Fireball
Zap Fireball Wizard Bowler
Fireball Wizard Bowler
Fireball Tornado
Zap Fireball Wizard Bowler Electro Wizard
Zap Fireball Wizard Tornado Bowler
Fireball Bowler
Fireball Wizard Tornado
Tornado Bowler
Zap Fireball
Zap Tornado Fireball Wizard Bowler
Fireball Zap Wizard Tornado Bowler Electro Wizard
Fireball Zap Wizard Tornado Bowler
Fireball Zap Tornado
Zap Fireball Wizard Tornado Electro Wizard
Zap Electro Wizard Fireball Wizard Guards
Fireball Bowler
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard Bowler
Zap Electro Wizard Fireball Guards
Fireball Zap Wizard Tornado Electro Wizard
Fireball
Fireball Wizard Bowler Electro Wizard
Zap Fireball Wizard Bowler
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Guards Tornado Bowler Electro Wizard
Zap Fireball Tornado Electro Wizard
Zap Fireball Tornado Bowler Electro Wizard

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