My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!
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.

Fire Spirit 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 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 Rage

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.

Fire Spirit 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
Giant Snowball
Fire Spirit Bomber
Zap
Fire Spirit Bomber
Barbarian Barrel
Fire Spirit Bomber Wizard Electro Wizard
The Log
Fire Spirit Bomber
Earthquake
Bomber Elixir Collector
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Wizard P.E.K.K.A Electro Wizard
Fireball
Bomber Wizard Elixir Collector Electro Wizard
Poison
Bomber Wizard Elixir Collector Electro Wizard
Lightning
Wizard Elixir Collector Electro Wizard
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Elixir Collector Rage 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.

Fire Spirit 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.

Fire Spirit Bomber Zap Rage Electro Wizard Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bomber Zap Rage

Attack Synergies 4 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.

Fire Spirit
P.E.K.K.A Zap
Bomber
Zap P.E.K.K.A
Zap
P.E.K.K.A Electro Wizard Fire Spirit Bomber
Wizard
Rage P.E.K.K.A
Elixir Collector
Rage
Wizard Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard Bomber Wizard
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 1 10

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Bomber
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber P.E.K.K.A
Wizard
P.E.K.K.A Electro Wizard
Elixir Collector
Rage
P.E.K.K.A
Fire Spirit Bomber Zap Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Bomber Wizard 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 Electro Wizard
P.E.K.K.A Fire Spirit Bomber Electro Wizard
P.E.K.K.A Bomber Electro Wizard
Bomber P.E.K.K.A
Fire Spirit Bomber Zap Electro Wizard
Electro Wizard Fire Spirit Zap Wizard
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Electro Wizard
Electro Wizard Bomber Zap Wizard
Zap Wizard Electro Wizard
P.E.K.K.A Fire Spirit Bomber Zap Wizard Electro Wizard
Fire Spirit Bomber Wizard Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Bomber P.E.K.K.A Electro Wizard
Fire Spirit Bomber Zap Wizard Electro Wizard
Zap Wizard Fire Spirit Bomber Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Wizard Fire Spirit 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.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Fire Spirit Wizard Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Wizard
Wizard Bomber
Electro Wizard Bomber Zap 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 Electro Wizard
Bomber Wizard Fire Spirit Zap
Wizard Fire Spirit Zap
Fire Spirit Bomber Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Electro Wizard
Zap Wizard Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit
Zap
Bomber Zap Wizard
Wizard
Bomber
Fire Spirit Bomber Zap Wizard Electro Wizard
Fire Spirit Bomber Zap Wizard
Wizard
Zap
Zap Fire Spirit Bomber Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Wizard Electro Wizard
Wizard Electro Wizard
Bomber Zap Wizard
Zap
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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