My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Royal Recruits

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard Inferno Dragon

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.

Giant Wizard P.E.K.K.A Electro Wizard Inferno Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows Fireball

Punishments

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

Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows P.E.K.K.A Inferno Dragon

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Fireball Electro Wizard Inferno Dragon Giant Wizard P.E.K.K.A

Shortest cycle

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

13 Zap Arrows Fireball Electro Wizard

Attack Synergies 9 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
Arrows Fireball Giant P.E.K.K.A Electro Wizard
Arrows
Zap Fireball Giant P.E.K.K.A
Fireball
Zap Arrows Giant Electro Wizard
Giant
Zap Arrows Fireball Wizard Electro Wizard
Wizard
Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Giant
Inferno Dragon

Defense Synergies 2 10

Zap
Fireball Electro Wizard Arrows P.E.K.K.A Inferno Dragon
Arrows
Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Electro Wizard
Giant
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard P.E.K.K.A Inferno Dragon
Inferno Dragon
Zap Electro Wizard

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 Fireball Wizard Electro Wizard
P.E.K.K.A Inferno Dragon Zap Electro Wizard
P.E.K.K.A Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows Fireball Wizard
Zap Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon
Electro Wizard
Electro Wizard Zap Arrows Fireball Wizard
Arrows Inferno Dragon Zap Fireball Wizard Electro Wizard
P.E.K.K.A Zap Fireball Wizard Electro Wizard
Fireball Wizard Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Zap Wizard Electro Wizard
Zap Arrows Wizard Fireball Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Arrows Fireball 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 Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Wizard Inferno Dragon
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Inferno Dragon
Arrows Fireball Wizard Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Fireball Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Wizard
Wizard Fireball
Electro Wizard Zap Fireball P.E.K.K.A Inferno Dragon
Arrows Zap Fireball Wizard P.E.K.K.A Electro Wizard Inferno Dragon

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 Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Zap Arrows
Arrows Fireball Wizard Zap
Arrows Wizard
Arrows Fireball Zap Wizard
Arrows Fireball Zap Wizard
Fireball Electro Wizard
Zap Arrows Fireball Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Zap Arrows Fireball Wizard Electro Wizard
Zap Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Inferno Dragon
Arrows Fireball Zap Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball Zap Arrows
Zap Arrows Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Arrows Fireball Wizard
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Zap Electro Wizard Fireball
Fireball Zap Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Electro Wizard
Arrows Zap Fireball Wizard
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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