My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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

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.

Zap Arrows

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.

Missing

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 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.

Electro Spirit 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
Tombstone Battle Ram
Zap
Tombstone Battle Ram
Barbarian Barrel
Electro Spirit Tombstone Battle Ram Royal Ghost Electro Wizard
The Log
Electro Spirit Tombstone Battle Ram
Earthquake
Tombstone
Arrows
Electro Spirit Tombstone
Royal Delivery
Electro Spirit Battle Ram P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Tombstone Battle Ram Electro Wizard
Poison
Tombstone Electro Wizard
Lightning
Tombstone Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows 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.

Electro Spirit Arrows Tombstone Battle Ram 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Arrows Tombstone Royal Ghost Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Arrows Tombstone

Attack Synergies 6 9

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 Battle Ram P.E.K.K.A
Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Electro Spirit Royal Ghost
Arrows
Zap P.E.K.K.A Battle Ram
Tombstone
Battle Ram
Zap Electro Spirit Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Electro Spirit Battle Ram
Royal Ghost
Zap Battle Ram Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost

Defense Synergies 1 11

Electro Spirit
Zap Electro Wizard
Zap
Electro Wizard Electro Spirit Arrows Tombstone P.E.K.K.A Royal Ghost
Arrows
Zap Tombstone P.E.K.K.A
Tombstone
Zap Arrows Electro Wizard
Battle Ram
P.E.K.K.A
Zap Arrows Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Electro Spirit Tombstone P.E.K.K.A Royal Ghost

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 Electro Wizard
P.E.K.K.A Zap Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Arrows Tombstone P.E.K.K.A
Arrows Electro Spirit Zap Royal Ghost Electro Wizard
Electro Wizard Electro Spirit Zap Arrows Tombstone
Electro Spirit Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tombstone
Royal Ghost Electro Wizard
Electro Wizard Electro Spirit Zap Arrows Tombstone Royal Ghost
Arrows Zap Electro Wizard
Tombstone P.E.K.K.A Zap Electro Wizard
Electro Spirit Zap Arrows Tombstone P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Tombstone P.E.K.K.A Electro Wizard
Arrows Tombstone Electro Spirit Zap Royal Ghost Electro Wizard
Zap Arrows Electro Spirit Tombstone Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Electro Spirit Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Zap Tombstone P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Royal Ghost
Tombstone P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Tombstone
Arrows Electro Spirit Zap Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Electro Spirit Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Tombstone
Tombstone Electro Wizard Electro Spirit Zap P.E.K.K.A
Arrows Electro Spirit Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Spirit Zap Arrows Tombstone 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.)

Arrows Royal Ghost
Arrows Zap Royal Ghost Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Electro Spirit Zap
Arrows
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Electro Spirit
Arrows Zap Royal Ghost Electro Wizard
Zap Arrows
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard Electro Spirit
Zap Arrows
Zap Electro Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Electro Spirit Tombstone
Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Electro Spirit Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Electro Wizard
P.E.K.K.A

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