My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Wall Breakers

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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

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

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 Lightning

Punishments

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

Elite Barbarians Mini P.E.K.K.A

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elite Barbarians Mini 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 Mini P.E.K.K.A

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
Elite Barbarians Wizard Guards
The Log
Elite Barbarians Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard Guards
Fireball
Elite Barbarians Wizard
Poison
Wizard Guards
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mini P.E.K.K.A Rage Guards

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

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.

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.

Mirror Zap Rage Guards Mini P.E.K.K.A Wizard Elite Barbarians Lightning

Shortest cycle

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

7 Mirror Zap Rage Guards

Attack Synergies 3 9

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 Mirror Mini P.E.K.K.A Guards
Elite Barbarians
Zap Rage Wizard
Mini P.E.K.K.A
Zap Wizard Mirror Rage Lightning
Wizard
Elite Barbarians Mini P.E.K.K.A Rage
Mirror
Zap Mini P.E.K.K.A Lightning
Rage
Elite Barbarians Mini P.E.K.K.A Wizard
Guards
Zap
Lightning
Mini P.E.K.K.A Mirror

Defense Synergies 2 8

Zap
Mini P.E.K.K.A Mirror Elite Barbarians Guards
Elite Barbarians
Zap Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Zap Elite Barbarians Wizard Mirror Guards
Wizard
Elite Barbarians Mini P.E.K.K.A Guards
Mirror
Zap Mini P.E.K.K.A
Rage
Guards
Zap Mini P.E.K.K.A Wizard
Lightning

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.

Lightning Zap Wizard
Elite Barbarians Mini P.E.K.K.A Zap
Mini P.E.K.K.A Elite Barbarians Lightning
Elite Barbarians Mini P.E.K.K.A Guards
Lightning Elite Barbarians Mini P.E.K.K.A
Zap Guards
Lightning Zap Wizard
Lightning Zap
Mini P.E.K.K.A Elite Barbarians
Elite Barbarians Guards Mini P.E.K.K.A
Guards Zap Wizard
Zap Wizard
Mini P.E.K.K.A Zap Elite Barbarians Wizard Guards Lightning
Wizard Zap Mini P.E.K.K.A Guards
Elite Barbarians Mini P.E.K.K.A
Zap Elite Barbarians Mini P.E.K.K.A Lightning
Wizard Elite Barbarians Mini P.E.K.K.A
Zap Elite Barbarians Wizard Guards
Zap Wizard Guards
Mini P.E.K.K.A Elite Barbarians
Wizard Elite Barbarians Mini P.E.K.K.A Guards

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mini P.E.K.K.A Guards Zap Elite Barbarians
Zap Elite Barbarians Mini P.E.K.K.A Wizard Lightning
Guards Zap Elite Barbarians Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Guards Lightning Zap Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Guards
Wizard Zap
Mini P.E.K.K.A Guards Elite Barbarians Lightning
Mini P.E.K.K.A Elite Barbarians
Zap Lightning Elite Barbarians Mini P.E.K.K.A
Guards
Elite Barbarians Mini P.E.K.K.A Guards
Lightning Zap Elite Barbarians Guards
Elite Barbarians Mini P.E.K.K.A Lightning Wizard Guards
Wizard
Elite Barbarians Guards Zap Mini P.E.K.K.A Lightning
Zap Elite Barbarians Mini P.E.K.K.A 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.)

Lightning Guards
Zap
Lightning
Lightning Guards
Wizard Zap
Wizard Zap
Wizard
Zap Wizard Lightning
Zap Wizard Lightning
Lightning Elite Barbarians Mini P.E.K.K.A Guards
Lightning Zap Wizard
Lightning Zap Wizard
Lightning Elite Barbarians
Lightning
Lightning Zap Elite Barbarians
Lightning Zap Wizard
Lightning Wizard
Lightning
Mini P.E.K.K.A Lightning
Lightning Zap Mini P.E.K.K.A Wizard
Lightning Zap Wizard
Lightning
Lightning Wizard
Lightning
Lightning Zap
Zap Wizard
Zap Wizard Lightning
Lightning Zap Wizard
Lightning Zap
Elite Barbarians Lightning Zap Wizard
Zap Lightning Wizard Guards
Lightning Elite Barbarians Mini P.E.K.K.A
Lightning Zap Wizard
Zap Lightning
Wizard Lightning
Zap Lightning Guards
Lightning Zap Wizard
Lightning Mini P.E.K.K.A Wizard
Zap Wizard Lightning
Lightning Zap
Elite Barbarians
Zap Elite Barbarians Guards Lightning
Zap Lightning
Lightning Zap

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