My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Battle Ram P.E.K.K.A Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Void

Punishments

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

Battle Ram

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Battle Ram 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 Firecracker 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
Battle Ram
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram
Barbarian Barrel
Electro Spirit Firecracker Battle Ram Electro Wizard
The Log
Electro Spirit Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Firecracker Battle Ram P.E.K.K.A Electro Wizard
Fireball
Firecracker Battle Ram Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Battle Ram Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker

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 Battle Ram 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Firecracker Void Battle Ram Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

10 Electro Spirit Arrows Firecracker Void

Attack Synergies 3 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
Battle Ram P.E.K.K.A
Arrows
Void P.E.K.K.A Battle Ram
Firecracker
Battle Ram P.E.K.K.A
Battle Ram
Electro Spirit Arrows Firecracker P.E.K.K.A Electro Wizard
Void
Arrows
P.E.K.K.A
Arrows Electro Wizard Electro Spirit Firecracker Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram
Goblinstein

Defense Synergies 1 5

Electro Spirit
Electro Wizard
Arrows
Void P.E.K.K.A
Firecracker
P.E.K.K.A Electro Wizard
Battle Ram
Void
Arrows
P.E.K.K.A
Arrows Firecracker Electro Wizard
Electro Wizard
Electro Spirit Firecracker 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.

Firecracker Void Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
P.E.K.K.A Void Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Electro Spirit Firecracker Electro Wizard
Electro Wizard Electro Spirit Arrows Firecracker Void
Electro Spirit Arrows Void P.E.K.K.A Electro Wizard
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard Electro Spirit Arrows Firecracker
Arrows Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Electro Spirit Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Electro Spirit Firecracker Electro Wizard
Arrows Electro Spirit Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Electro Spirit Arrows Firecracker 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.

Void P.E.K.K.A Electro Wizard
Void Electro Wizard Arrows Firecracker
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Firecracker Electro Spirit Electro Wizard
P.E.K.K.A Void Electro Wizard
P.E.K.K.A
Void P.E.K.K.A Electro Wizard Electro Spirit Firecracker
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Void Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Electro Spirit Firecracker P.E.K.K.A
Arrows Electro Spirit Firecracker P.E.K.K.A Electro Wizard
Electro Spirit Arrows Void 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.)

Void Arrows Firecracker
Arrows Firecracker Void Electro Wizard
Arrows Void
Arrows Firecracker Void
Arrows Firecracker
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows Firecracker
Arrows Void Firecracker
Void Electro Wizard
Firecracker Void Arrows Electro Wizard
Void Arrows Firecracker
Firecracker Void
Arrows Firecracker Void
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Void Arrows Firecracker Electro Wizard
Arrows Firecracker Void
Void
Arrows Void
Void
Arrows Void
Arrows Firecracker Electro Spirit
Arrows Firecracker Void Electro Wizard
Void Arrows
Void Arrows Firecracker
Arrows Firecracker Void Electro Wizard
Electro Wizard Electro Spirit Firecracker Void
Void
Void Arrows
Void Electro Spirit Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard Electro Spirit Void
Arrows Firecracker Electro Wizard
Arrows
Void Firecracker Electro Wizard
Arrows Firecracker
Void Arrows
Firecracker P.E.K.K.A
Electro Spirit Firecracker Electro Wizard
Firecracker Void Electro Wizard
Void Firecracker Electro Wizard
P.E.K.K.A
Firecracker Void
Void

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