My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Fire Spirit Minions Baby Dragon 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.

Baby Dragon P.E.K.K.A Electro Wizard

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.

Earthquake Tornado

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Goblins Baby Dragon 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 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
Minions
Giant Snowball
Fire Spirit Goblins Minions Baby Dragon
Zap
Fire Spirit Goblins Minions
Barbarian Barrel
Fire Spirit Goblins Electro Wizard
The Log
Fire Spirit Goblins
Earthquake
Arrows
Fire Spirit Goblins Minions
Royal Delivery
Fire Spirit Goblins Minions Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Minions Baby Dragon Electro Wizard
Poison
Minions Electro Wizard
Lightning
Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Tornado Baby Dragon

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.

Fire Spirit Tornado Baby Dragon 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.

Fire Spirit Goblins Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Minions Earthquake Tornado Baby Dragon Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Goblins Minions Earthquake

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.

Fire Spirit
P.E.K.K.A Baby Dragon
Goblins
Baby Dragon
Minions
Baby Dragon P.E.K.K.A
Earthquake
Tornado P.E.K.K.A
Tornado
Baby Dragon P.E.K.K.A Earthquake
Baby Dragon
Tornado Fire Spirit Goblins Minions P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Tornado Electro Wizard Minions Earthquake Baby Dragon
Electro Wizard
P.E.K.K.A Baby Dragon

Defense Synergies 1 12

Fire Spirit
Tornado P.E.K.K.A Electro Wizard
Goblins
Electro Wizard
Minions
Baby Dragon P.E.K.K.A Electro Wizard
Earthquake
Tornado
Tornado
P.E.K.K.A Fire Spirit Earthquake Baby Dragon Electro Wizard
Baby Dragon
Minions Tornado P.E.K.K.A
P.E.K.K.A
Tornado Fire Spirit Minions Baby Dragon Electro Wizard
Electro Wizard
Fire Spirit Goblins Minions Tornado P.E.K.K.A

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.

Earthquake Minions Baby Dragon Electro Wizard
P.E.K.K.A Goblins Minions Electro Wizard
Tornado P.E.K.K.A Fire Spirit Goblins Minions Electro Wizard
P.E.K.K.A Goblins Minions Electro Wizard
Earthquake Tornado P.E.K.K.A
Tornado Fire Spirit Goblins Minions Earthquake Baby Dragon Electro Wizard
Minions Tornado Electro Wizard Fire Spirit Baby Dragon
Earthquake Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Goblins Minions Tornado
Tornado Fire Spirit Goblins Electro Wizard
Goblins Minions Electro Wizard Earthquake Tornado Baby Dragon
Minions Tornado Baby Dragon Electro Wizard
P.E.K.K.A Fire Spirit Minions Earthquake Electro Wizard
Fire Spirit Goblins Minions Earthquake Tornado Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Goblins Minions Tornado P.E.K.K.A Electro Wizard
Fire Spirit Goblins Minions Tornado Baby Dragon Electro Wizard
Earthquake Tornado Baby Dragon Fire Spirit Minions Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Fire Spirit Goblins Minions Earthquake Baby Dragon 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.

Goblins P.E.K.K.A Electro Wizard
Electro Wizard Baby Dragon
P.E.K.K.A Goblins Minions Electro Wizard
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A
Fire Spirit Minions Tornado Baby Dragon Electro Wizard
P.E.K.K.A Goblins Minions Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblins Minions Tornado Baby Dragon
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A
Baby Dragon
Electro Wizard Goblins Minions Tornado Baby Dragon P.E.K.K.A
Minions Earthquake Baby Dragon P.E.K.K.A Electro Wizard
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.)

Earthquake Baby Dragon
Tornado Baby Dragon Electro Wizard
Earthquake Baby Dragon
Earthquake
Fire Spirit Earthquake Baby Dragon
Fire Spirit Minions Tornado Baby Dragon
Fire Spirit Earthquake Tornado Baby Dragon
Earthquake Fire Spirit Tornado Baby Dragon
Tornado
Fire Spirit Goblins Minions Tornado Electro Wizard
Earthquake Tornado Electro Wizard
Fire Spirit Tornado Baby Dragon
Earthquake Fire Spirit Baby Dragon
Earthquake Minions Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Tornado
Minions
Fire Spirit Earthquake Baby Dragon Electro Wizard
Fire Spirit Earthquake Tornado Baby Dragon
Minions Earthquake Baby Dragon
Tornado
Tornado
Earthquake Baby Dragon
Earthquake Tornado Fire Spirit Baby Dragon
Earthquake Tornado Baby Dragon Electro Wizard
Tornado Baby Dragon
Tornado Baby Dragon
Fire Spirit Tornado Baby Dragon Electro Wizard
Electro Wizard Minions
Earthquake
Electro Wizard
P.E.K.K.A
Earthquake
Earthquake Electro Wizard Fire Spirit Minions
Fire Spirit Tornado Baby Dragon Electro Wizard
Baby Dragon Electro Wizard
Earthquake Baby Dragon
Tornado
P.E.K.K.A
Minions Tornado Baby Dragon Electro Wizard
Tornado Electro Wizard
Tornado Baby Dragon Electro Wizard
P.E.K.K.A

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