My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch 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 Witch 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 Tornado

Punishments

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

Mini P.E.K.K.A

Pump responses

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

Missing

Dropped at the bridge

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

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Guards Tornado 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.

Wizard Witch 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 Mini P.E.K.K.A Electro Wizard Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Zap Guards Tornado Mini P.E.K.K.A

Attack Synergies 6 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
Tornado P.E.K.K.A Electro Wizard Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A
Zap Wizard Tornado Electro Wizard
Wizard
Tornado Mini P.E.K.K.A P.E.K.K.A
Guards
Zap
Tornado
Zap Wizard P.E.K.K.A Mini P.E.K.K.A Witch
Witch
Zap Tornado P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Wizard Wizard Witch
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A

Defense Synergies 5 17

Zap
Mini P.E.K.K.A Electro Wizard Guards Tornado Witch P.E.K.K.A
Mini P.E.K.K.A
Zap Electro Wizard Wizard Guards Tornado Witch
Wizard
Tornado Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard
Guards
Zap Mini P.E.K.K.A Wizard Witch Electro Wizard
Tornado
Wizard P.E.K.K.A Zap Mini P.E.K.K.A Witch Electro Wizard
Witch
Zap Mini P.E.K.K.A Guards Tornado Electro Wizard
P.E.K.K.A
Tornado Zap Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard Guards Tornado Witch 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 Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Witch Electro Wizard
Mini P.E.K.K.A Tornado Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Tornado P.E.K.K.A
Tornado Zap Guards Electro Wizard
Tornado Electro Wizard Zap Wizard Witch
Zap P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Tornado
Guards Tornado Mini P.E.K.K.A Electro Wizard
Guards Witch Electro Wizard Zap Wizard Tornado
Zap Wizard Tornado Witch Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Guards Witch Electro Wizard
Wizard Zap Mini P.E.K.K.A Guards Tornado Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Tornado Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Mini P.E.K.K.A Tornado Witch P.E.K.K.A Electro Wizard
Zap Wizard Guards Tornado Witch Electro Wizard
Zap Wizard Tornado Witch Guards Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Tornado Electro Wizard
Wizard Mini P.E.K.K.A Guards Witch 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.

Mini P.E.K.K.A Guards Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Wizard
Guards P.E.K.K.A Zap Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Guards P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Guards Witch
Wizard Zap Tornado Witch Electro Wizard
Mini P.E.K.K.A Guards P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A Tornado Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards Witch
P.E.K.K.A Zap Guards Tornado Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard Guards Witch
Wizard Witch
Guards Witch Electro Wizard Zap Mini P.E.K.K.A Tornado P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Witch 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.)

Guards
Zap Tornado Electro Wizard
Guards
Wizard Zap
Wizard Zap Tornado Witch
Wizard Tornado Witch
Zap Wizard Tornado
Zap Wizard Tornado
Mini P.E.K.K.A Guards Tornado Electro Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado
Zap
Zap Wizard Witch
Wizard
Tornado
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Electro Wizard
Zap Wizard Tornado Witch
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard Witch
Witch
Zap Wizard Tornado Witch Electro Wizard
Zap Wizard Tornado Witch
Zap Tornado
Zap Wizard Tornado Witch Electro Wizard
Zap Electro Wizard Wizard Guards Witch
Mini P.E.K.K.A
Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Guards Witch
Zap Wizard Tornado Witch Electro Wizard
Mini P.E.K.K.A Wizard Electro Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Guards Tornado Witch Electro Wizard
Zap Tornado Witch Electro Wizard
Zap Tornado Witch Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: