My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Electro Wizard Magic Archer

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.

Royal Giant Wizard Rune Giant P.E.K.K.A Electro Wizard Magic Archer Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Royal Giant

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.

Royal Giant Rune Giant P.E.K.K.A Magic Archer

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 Magic Archer

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
Royal Giant
Giant Snowball
Zap
Royal Giant
Barbarian Barrel
Wizard Electro Wizard Magic Archer
The Log
Royal Giant
Earthquake
Arrows
Royal Delivery
Wizard P.E.K.K.A Electro Wizard Magic Archer
Fireball
Wizard Electro Wizard Magic Archer
Poison
Wizard Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Magic Archer Goblinstein
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer

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.

Rune Giant 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.

Royal Giant

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 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 Rune Giant Electro Wizard Magic Archer Wizard Goblinstein Royal Giant P.E.K.K.A

Shortest cycle

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

14 Zap Rune Giant Electro Wizard Magic Archer

Attack Synergies 4 8

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
P.E.K.K.A Electro Wizard Royal Giant Magic Archer
Royal Giant
Zap Wizard Electro Wizard Magic Archer
Wizard
Royal Giant P.E.K.K.A
Rune Giant
Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Wizard
Electro Wizard
Zap P.E.K.K.A Royal Giant Rune Giant Magic Archer
Magic Archer
P.E.K.K.A Zap Royal Giant Electro Wizard
Goblinstein

Defense Synergies 1 6

Zap
Electro Wizard P.E.K.K.A Magic Archer
Royal Giant
Wizard
P.E.K.K.A Electro Wizard
Rune Giant
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Wizard P.E.K.K.A Magic Archer
Magic Archer
Zap Electro Wizard
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 Wizard Electro Wizard Magic Archer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer
Electro Wizard Zap Wizard Magic Archer
Zap P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A
Electro Wizard
Electro Wizard Zap Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
P.E.K.K.A Zap Wizard Electro Wizard
Wizard Zap P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard P.E.K.K.A Electro Wizard
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard Magic Archer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Wizard Zap Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Wizard
Wizard Magic Archer
Electro Wizard Zap P.E.K.K.A Magic Archer
Zap Wizard P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Magic Archer
Zap Electro Wizard Magic Archer
Magic Archer
Wizard Zap Magic Archer
Wizard Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Wizard
Zap
Zap Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Zap Wizard Electro Wizard Magic Archer
Zap Electro Wizard Wizard
Zap Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Wizard

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