My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse

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!
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.

Wizard 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.

Elixir Golem Goblin Demolisher Wizard 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.

Elixir Golem

Damage spells

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

Arrows Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem 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
Elixir Golem Goblin Demolisher Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Elixir Golem Wizard Guards Electro Wizard
The Log
Elixir Golem Goblin Demolisher Guards
Earthquake
Elixir Golem Guards
Arrows
Guards
Royal Delivery
Elixir Golem Goblin Demolisher Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Elixir Golem Wizard Electro Wizard
Poison
Elixir Golem Wizard Guards Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Goblin Demolisher Wizard Tornado

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.

Arrows Elixir Golem Goblin Demolisher Guards Tornado 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Elixir Golem Guards Tornado Goblin Demolisher Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Elixir Golem Guards Tornado

Attack Synergies 4 4

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.

Arrows
P.E.K.K.A Elixir Golem
Elixir Golem
Arrows Wizard Tornado
Goblin Demolisher
Wizard
Tornado Elixir Golem P.E.K.K.A
Guards
Tornado
Wizard P.E.K.K.A Elixir Golem
P.E.K.K.A
Arrows Tornado Electro Wizard Wizard
Electro Wizard
P.E.K.K.A

Defense Synergies 2 8

Arrows
Tornado P.E.K.K.A
Elixir Golem
Goblin Demolisher
Wizard
Tornado Guards P.E.K.K.A Electro Wizard
Guards
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Tornado Arrows Wizard Electro Wizard
Electro Wizard
Wizard Guards 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.

Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Guards Electro Wizard
Tornado Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Electro Wizard
Guards Electro Wizard Arrows Wizard Tornado
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Wizard Guards Electro Wizard
Wizard Arrows Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Electro Wizard
Arrows Wizard Guards Tornado Electro Wizard
Arrows Wizard Tornado Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Guards 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.

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard
Guards P.E.K.K.A Electro Wizard
Guards P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Guards
Arrows Wizard Tornado Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado Electro Wizard
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Wizard Tornado P.E.K.K.A
Arrows Wizard P.E.K.K.A Electro Wizard
Arrows

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 Guards
Arrows Tornado Electro Wizard
Arrows
Arrows Guards
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Guards Tornado Electro Wizard
Arrows Wizard Tornado Electro Wizard
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard Electro Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Wizard
Arrows Wizard Tornado Electro Wizard
Arrows Wizard Tornado
Arrows Tornado
Arrows Wizard Tornado Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Guards
Arrows Wizard Tornado Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Guards Tornado Electro Wizard
Tornado Electro Wizard
Tornado Electro Wizard

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