My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Electro Dragon

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Furnace Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Furnace 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 Rage

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.

Barbarians 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
Bomber Barbarians Furnace
Zap
Bomber Furnace
Barbarian Barrel
Bomber Barbarians Furnace Electro Wizard
The Log
Bomber Barbarians Furnace
Earthquake
Bomber Barbarians Furnace
Arrows
Bomber Furnace
Royal Delivery
Bomber Barbarians P.E.K.K.A Electro Wizard
Fireball
Bomber Barbarians Furnace Electro Wizard
Poison
Bomber Barbarians Furnace Electro Wizard
Lightning
Furnace Electro Wizard
Rocket
Barbarians Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball Furnace

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.

Rage 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.

Barbarians Fireball Furnace 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.

Bomber Zap Rage Fireball Furnace Electro Wizard Barbarians P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Rage Fireball

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.

Bomber
Zap P.E.K.K.A
Zap
Fireball P.E.K.K.A Electro Wizard Bomber Furnace
Barbarians
Fireball
Zap Electro Wizard
Furnace
Zap P.E.K.K.A
Rage
Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bomber Furnace
Electro Wizard
Zap P.E.K.K.A Fireball Rage

Defense Synergies 2 10

Bomber
Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Bomber Barbarians Furnace P.E.K.K.A
Barbarians
Zap Furnace
Fireball
Zap Electro Wizard
Furnace
Zap Barbarians Electro Wizard
Rage
P.E.K.K.A
Bomber Zap Electro Wizard
Electro Wizard
Zap Bomber Fireball Furnace 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 Fireball Electro Wizard
Barbarians P.E.K.K.A Bomber Zap Furnace Electro Wizard
Barbarians Furnace P.E.K.K.A Bomber Electro Wizard
Barbarians P.E.K.K.A Bomber Furnace Electro Wizard
Bomber Barbarians Fireball P.E.K.K.A
Fireball Bomber Zap Furnace Electro Wizard
Furnace Electro Wizard Zap Fireball
Zap Barbarians Fireball P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Furnace
Bomber Barbarians Electro Wizard
Barbarians Electro Wizard Bomber Zap Fireball Furnace
Zap Fireball Furnace Electro Wizard
Barbarians Furnace P.E.K.K.A Bomber Zap Fireball Electro Wizard
Bomber Fireball Zap Barbarians Furnace P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Furnace Electro Wizard
Barbarians Zap Fireball Furnace P.E.K.K.A Electro Wizard
Barbarians Bomber Fireball Furnace P.E.K.K.A Electro Wizard
Fireball Bomber Zap Barbarians Furnace Electro Wizard
Zap Furnace Bomber Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Bomber Barbarians Fireball Furnace 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.

Barbarians Zap Fireball Furnace P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Zap
Barbarians P.E.K.K.A Zap Furnace Electro Wizard
P.E.K.K.A Zap Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A
Fireball Furnace Zap Electro Wizard
P.E.K.K.A Barbarians Fireball Furnace Electro Wizard
P.E.K.K.A Barbarians
Zap P.E.K.K.A Electro Wizard Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Zap Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A Fireball
Bomber Barbarians Fireball Furnace
Barbarians Electro Wizard Bomber Zap Fireball Furnace P.E.K.K.A
Bomber Zap Barbarians Fireball 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
Fireball Zap Electro Wizard
Fireball
Barbarians Fireball
Bomber Fireball Zap Furnace
Fireball Zap Furnace
Bomber Furnace
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball Furnace
Bomber Zap Fireball Furnace
Fireball Furnace
Fireball
Bomber
Bomber Zap Fireball Electro Wizard
Bomber Zap Fireball
Fireball
Fireball
Zap Barbarians Fireball
Zap Bomber Fireball Furnace
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Furnace Electro Wizard
Zap Electro Wizard Fireball
Fireball
Bomber Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Barbarians Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Electro Wizard
Bomber Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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