My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

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 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.

Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Wizard P.E.K.K.A

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.

Arrows Fireball

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.

Electro Spirit Goblins Knight 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 Spirit

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 Snowball
Goblins Cannon
Zap
Goblins Cannon
Barbarian Barrel
Electro Spirit Goblins Knight Cannon Wizard
The Log
Electro Spirit Goblins Cannon
Earthquake
Cannon
Arrows
Electro Spirit Goblins
Royal Delivery
Electro Spirit Goblins Knight Wizard P.E.K.K.A
Fireball
Cannon Wizard
Poison
Cannon Wizard
Lightning
Knight Cannon Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Arrows Knight 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.

Goblins Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblins Arrows Knight Cannon Fireball Wizard P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Goblins Arrows Knight

Attack Synergies 2 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.

Electro Spirit
Fireball P.E.K.K.A
Goblins
Arrows
Fireball P.E.K.K.A Knight
Knight
Arrows Fireball Wizard
Cannon
Fireball
Arrows Electro Spirit Knight
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Arrows Electro Spirit Wizard

Defense Synergies 1 12

Electro Spirit
Goblins
Knight Cannon Wizard
Arrows
Knight Cannon Fireball P.E.K.K.A
Knight
Cannon Goblins Arrows Fireball Wizard
Cannon
Knight Goblins Arrows Fireball Wizard
Fireball
Arrows Knight Cannon
Wizard
Goblins Knight Cannon P.E.K.K.A
P.E.K.K.A
Arrows 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.

Knight Cannon Fireball Wizard
P.E.K.K.A Goblins Knight Cannon
Cannon P.E.K.K.A Goblins Knight
Cannon P.E.K.K.A Goblins Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Electro Spirit Goblins Cannon
Electro Spirit Arrows Cannon Fireball Wizard
Electro Spirit Arrows Cannon Fireball P.E.K.K.A
Cannon P.E.K.K.A Goblins
Knight Goblins Cannon
Goblins Electro Spirit Arrows Knight Cannon Fireball Wizard
Arrows Fireball Wizard
Cannon P.E.K.K.A Knight Fireball Wizard
Fireball Wizard Electro Spirit Goblins Arrows Cannon P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A
Wizard Goblins Arrows Knight Cannon Fireball P.E.K.K.A
Arrows Cannon Fireball Electro Spirit Goblins Knight Wizard
Arrows Wizard Electro Spirit Knight Cannon Fireball
P.E.K.K.A Cannon
Wizard Electro Spirit Goblins Arrows Knight Cannon Fireball P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Goblins Fireball P.E.K.K.A
Fireball Arrows Knight Wizard
P.E.K.K.A Goblins Knight
P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Cannon
Arrows Fireball Wizard Electro Spirit
P.E.K.K.A Goblins Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Electro Spirit Goblins Knight Fireball
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A Arrows Fireball
P.E.K.K.A Knight Cannon Fireball Wizard
Wizard Cannon Fireball
Electro Spirit Goblins Knight Fireball P.E.K.K.A
Arrows Electro Spirit Cannon Fireball Wizard P.E.K.K.A
Electro Spirit Arrows Cannon Fireball

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 Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Electro Spirit
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Goblins Fireball
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Electro Spirit Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Electro Spirit Fireball Wizard
Fireball
Arrows Fireball Wizard
Electro Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Electro Spirit Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Electro Spirit Fireball
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: