My Best Clash Royale Deck

Deck Check Rating

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

4 problems 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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Princess

Defensive buildings

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

Tombstone

Investments

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

Tombstone P.E.K.K.A Princess Goblinstein

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

Punishments

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

Princess

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 P.E.K.K.A Princess

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
Guards
Giant Snowball
Tombstone Guards Princess
Zap
Tombstone Guards Princess
Barbarian Barrel
Electro Spirit Tombstone Guards Princess
The Log
Electro Spirit Tombstone Guards Princess
Earthquake
Tombstone Guards
Arrows
Electro Spirit Tombstone Guards Princess
Royal Delivery
Electro Spirit Guards P.E.K.K.A Princess
Fireball
Tombstone Princess
Poison
Tombstone Guards Princess
Lightning
Tombstone Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball Princess

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Fireball Princess

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Tombstone Guards P.E.K.K.A Princess

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 Princess

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Tombstone Guards Princess Fireball Goblinstein P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Tombstone Guards

Attack Synergies 2 7

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
Zap Fireball P.E.K.K.A
Zap
Fireball P.E.K.K.A Electro Spirit Guards Princess
Tombstone
Fireball
Zap Electro Spirit Princess
Guards
Zap
P.E.K.K.A
Zap Electro Spirit Princess
Princess
Zap Fireball P.E.K.K.A
Goblinstein

Defense Synergies 1 10

Electro Spirit
Zap
Zap
Fireball Electro Spirit Tombstone Guards P.E.K.K.A Princess
Tombstone
Zap Fireball Guards
Fireball
Zap Tombstone Princess
Guards
Zap Tombstone Princess
P.E.K.K.A
Zap Princess
Princess
Zap Fireball Guards P.E.K.K.A
Goblinstein

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 Tombstone Fireball
P.E.K.K.A Zap Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone Guards
Tombstone Fireball P.E.K.K.A Princess
Fireball Electro Spirit Zap Guards
Electro Spirit Zap Tombstone Fireball Princess
Electro Spirit Zap Fireball P.E.K.K.A
P.E.K.K.A Tombstone Princess
Guards
Guards Electro Spirit Zap Tombstone Fireball Princess
Zap Fireball Princess
Tombstone P.E.K.K.A Zap Fireball Guards
Fireball Electro Spirit Zap Tombstone Guards P.E.K.K.A Princess
P.E.K.K.A Tombstone
Zap Fireball P.E.K.K.A
Tombstone Fireball P.E.K.K.A
Tombstone Fireball Electro Spirit Zap Guards
Zap Electro Spirit Tombstone Fireball Guards Princess
P.E.K.K.A
Electro Spirit Fireball Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Tombstone Fireball P.E.K.K.A
Fireball Zap
Tombstone Guards P.E.K.K.A Zap
Guards P.E.K.K.A Zap Fireball
P.E.K.K.A Tombstone Guards
Fireball Electro Spirit Zap Princess
Guards P.E.K.K.A Tombstone Fireball
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Tombstone Fireball
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards
P.E.K.K.A Zap Fireball Guards
P.E.K.K.A Tombstone Fireball Guards
Fireball Princess
Tombstone Guards Electro Spirit Zap Fireball P.E.K.K.A
Electro Spirit Zap Fireball P.E.K.K.A Princess
Electro Spirit Zap Tombstone 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 Princess Guards
Fireball Zap Princess
Fireball
Fireball Guards
Fireball Zap
Fireball Electro Spirit Zap Princess
Princess
Fireball Zap Princess
Fireball Zap
Fireball Guards
Zap Fireball Princess
Fireball Zap Princess
Fireball Princess
Fireball Princess
Princess Zap Fireball
Zap Fireball Princess
Fireball Princess
Fireball
Zap Fireball Princess
Zap Fireball Princess
Fireball
Fireball Princess
Zap Fireball
Zap Electro Spirit Fireball Princess
Fireball Zap Princess
Fireball Zap Princess
Fireball Zap
Zap Fireball Princess
Zap Electro Spirit Fireball Guards
Fireball
Zap Fireball
Zap Electro Spirit Fireball Princess
P.E.K.K.A
Fireball Princess
Zap Electro Spirit Tombstone Fireball Guards Princess
Fireball Zap Princess
Fireball
Fireball Princess
Zap Fireball Princess
Zap Fireball
P.E.K.K.A
Zap Electro Spirit Fireball Guards Princess
Zap Fireball Princess
Zap Fireball Princess
P.E.K.K.A
Fireball

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