My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Wizard Prince P.E.K.K.A

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.

Zap Arrows

Punishments

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

Prince

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 Prince 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

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
Archers Guards Prince
Giant Snowball
Archers Guards
Zap
Archers Guards Prince
Barbarian Barrel
Electro Spirit Archers Wizard Guards
The Log
Electro Spirit Archers Guards Prince
Earthquake
Archers Guards
Arrows
Electro Spirit Archers Guards
Royal Delivery
Electro Spirit Archers Wizard Guards Prince P.E.K.K.A
Fireball
Archers Wizard
Poison
Archers Wizard Guards
Lightning
Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Wizard

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 Guards Prince 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

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 Archers Arrows Guards Wizard Prince P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Archers Arrows

Attack Synergies 4 10

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 P.E.K.K.A
Zap
Arrows Prince P.E.K.K.A Electro Spirit Archers Guards
Archers
Zap Arrows Prince P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers Prince
Wizard
Prince P.E.K.K.A
Guards
Zap
Prince
Zap Archers Arrows Wizard
P.E.K.K.A
Zap Arrows Electro Spirit Archers Wizard

Defense Synergies 0 14

Electro Spirit
Zap
Zap
Electro Spirit Archers Arrows Guards Prince P.E.K.K.A
Archers
Zap Guards P.E.K.K.A
Arrows
Zap Prince P.E.K.K.A
Wizard
Guards Prince P.E.K.K.A
Guards
Zap Archers Wizard Prince
Prince
Zap Arrows Wizard Guards
P.E.K.K.A
Zap Archers Arrows Wizard

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 Wizard
P.E.K.K.A Zap Prince
Prince P.E.K.K.A Archers
Prince P.E.K.K.A Guards
Arrows Prince P.E.K.K.A
Arrows Electro Spirit Zap Archers Guards
Electro Spirit Zap Archers Arrows Wizard
Electro Spirit Zap Arrows P.E.K.K.A
P.E.K.K.A Prince
Guards Archers Prince
Archers Guards Electro Spirit Zap Arrows Wizard
Arrows Zap Archers Wizard
Prince P.E.K.K.A Zap Wizard Guards
Wizard Electro Spirit Zap Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Zap Prince P.E.K.K.A
Wizard Arrows Prince P.E.K.K.A
Arrows Electro Spirit Zap Archers Wizard Guards Prince
Zap Arrows Wizard Electro Spirit Archers Guards
P.E.K.K.A Prince
Wizard Electro Spirit Archers Arrows Guards Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Archers Prince P.E.K.K.A
Zap Archers Arrows Wizard Prince
Guards P.E.K.K.A Zap Prince
Guards Prince P.E.K.K.A Zap
P.E.K.K.A Guards Prince
Arrows Wizard Electro Spirit Zap Archers
Guards Prince P.E.K.K.A Archers
P.E.K.K.A Prince
Zap P.E.K.K.A Electro Spirit Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Zap Arrows Guards Prince
Prince P.E.K.K.A Wizard Guards
Wizard Archers
Guards Electro Spirit Zap Archers Prince P.E.K.K.A
Arrows Electro Spirit Zap Archers Wizard P.E.K.K.A
Electro Spirit Zap 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 Zap
Arrows
Arrows Guards Prince
Wizard Zap Arrows
Arrows Wizard Electro Spirit Zap
Archers Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Guards Prince
Zap Arrows Wizard Prince
Zap Archers Arrows Wizard
Arrows
Zap Arrows Prince
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Archers Arrows Wizard Prince
Zap Arrows Wizard
Prince
Arrows Wizard
Prince
Zap Arrows
Zap Arrows Electro Spirit Wizard
Arrows Zap Wizard
Zap Arrows Wizard Prince
Zap Arrows
Zap Archers Arrows Wizard
Zap Electro Spirit Wizard Guards
Zap Arrows Wizard
Zap Electro Spirit Arrows
P.E.K.K.A Prince
Arrows Wizard
Zap Electro Spirit Archers Guards Prince
Zap Archers Arrows Wizard
Arrows
Wizard Prince
Arrows Zap Wizard
Zap Arrows
Prince P.E.K.K.A
Zap Electro Spirit Guards
Zap
Zap Prince
Prince P.E.K.K.A
Wizard

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