My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Royal Ghost 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.

Tornado Void

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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.

Firecracker Royal Ghost 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
Firecracker Battle Ram Royal Ghost Electro Wizard
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A Royal Ghost 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.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Royal Ghost

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.

Battle Ram Tornado P.E.K.K.A Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Tornado Void Royal Ghost Battle Ram Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

12 Firecracker Tornado Void Royal Ghost

Attack Synergies 2 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.

Firecracker
Battle Ram Tornado P.E.K.K.A
Battle Ram
Firecracker Tornado P.E.K.K.A Royal Ghost Electro Wizard
Tornado
P.E.K.K.A Firecracker Battle Ram
Void
P.E.K.K.A
Tornado Electro Wizard Firecracker Battle Ram
Royal Ghost
Battle Ram Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Royal Ghost
Goblinstein

Defense Synergies 1 6

Firecracker
Tornado P.E.K.K.A Electro Wizard
Battle Ram
Tornado
P.E.K.K.A Firecracker Electro Wizard
Void
P.E.K.K.A
Tornado Firecracker Electro Wizard
Royal Ghost
Electro Wizard
Electro Wizard
Firecracker Tornado P.E.K.K.A Royal Ghost
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
Tornado P.E.K.K.A Void Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Firecracker Tornado P.E.K.K.A
Tornado Firecracker Royal Ghost Electro Wizard
Tornado Electro Wizard Firecracker Void
Void P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Tornado Firecracker Royal Ghost Electro Wizard
Electro Wizard Firecracker Tornado Royal Ghost
Firecracker Tornado Electro Wizard
P.E.K.K.A Electro Wizard
Firecracker Tornado P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Firecracker Tornado P.E.K.K.A Electro Wizard
Firecracker Tornado Royal Ghost Electro Wizard
Tornado Firecracker Royal Ghost Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Royal Ghost 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 Royal Ghost Electro Wizard
Void Electro Wizard Firecracker Royal Ghost
P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A
Firecracker Tornado Electro Wizard
P.E.K.K.A Void Electro Wizard
P.E.K.K.A
Void P.E.K.K.A Electro Wizard Firecracker Tornado
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado Void Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Firecracker Tornado P.E.K.K.A
Firecracker P.E.K.K.A Royal Ghost Electro Wizard
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 Firecracker Royal Ghost
Firecracker Void Tornado Royal Ghost Electro Wizard
Void
Firecracker Void
Firecracker
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Void Firecracker Tornado
Tornado Void Electro Wizard
Firecracker Void Tornado Electro Wizard
Void Firecracker Tornado
Firecracker Void
Firecracker Void
Firecracker
Firecracker
Firecracker
Tornado
Void Firecracker Electro Wizard
Firecracker Tornado Void
Void
Tornado Void
Void Tornado
Void
Firecracker Tornado
Firecracker Void Tornado Royal Ghost Electro Wizard
Void Tornado
Void Firecracker Tornado
Firecracker Tornado Void Electro Wizard
Electro Wizard Firecracker Void
Void
Void
Void Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Void
Firecracker Tornado Electro Wizard
Void Firecracker Electro Wizard
Firecracker
Void Tornado
Firecracker P.E.K.K.A
Firecracker Tornado Electro Wizard
Firecracker Tornado Void Electro Wizard
Void Firecracker Tornado Royal Ghost Electro Wizard
P.E.K.K.A
Firecracker Void
Void

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