My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Goblin Gang Ice 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.

P.E.K.K.A Ice 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.

Zap Tornado The Log

Punishments

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

Goblin Gang

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 Goblins Goblin Gang 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
Goblin Gang
Giant Snowball
Goblins Goblin Gang
Zap
Goblins Goblin Gang
Barbarian Barrel
Electro Spirit Goblins Goblin Gang Ice Wizard
The Log
Electro Spirit Goblins Goblin Gang
Earthquake
Goblin Gang
Arrows
Electro Spirit Goblins Goblin Gang
Royal Delivery
Electro Spirit Goblins Goblin Gang P.E.K.K.A Ice Wizard
Fireball
Goblin Gang Ice Wizard
Poison
Goblin Gang Ice Wizard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Tornado The Log Ice Wizard

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.

Electro Spirit Tornado P.E.K.K.A Ice Wizard

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.

Goblins Goblin Gang Ice 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.

Electro Spirit Goblins Zap The Log Goblin Gang Tornado Ice Wizard P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Goblins Zap The Log

Attack Synergies 3 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
Goblins
Zap
Zap
Tornado P.E.K.K.A Electro Spirit Goblins The Log Ice Wizard
Goblin Gang
P.E.K.K.A
Tornado
Zap P.E.K.K.A The Log Ice Wizard
P.E.K.K.A
Zap Tornado Electro Spirit Goblin Gang The Log Ice Wizard
The Log
Zap Tornado P.E.K.K.A
Ice Wizard
Zap Tornado P.E.K.K.A

Defense Synergies 3 16

Electro Spirit
Zap The Log
Goblins
Zap The Log Ice Wizard
Zap
Electro Spirit Goblins Goblin Gang Tornado P.E.K.K.A The Log Ice Wizard
Goblin Gang
Zap P.E.K.K.A The Log Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Zap The Log
P.E.K.K.A
Tornado The Log Zap Goblin Gang Ice Wizard
The Log
P.E.K.K.A Electro Spirit Goblins Zap Goblin Gang Tornado Ice Wizard
Ice Wizard
Tornado Goblins Zap Goblin Gang P.E.K.K.A The Log

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 The Log
P.E.K.K.A Goblins Zap Goblin Gang The Log Ice Wizard
Goblin Gang Tornado P.E.K.K.A Goblins Ice Wizard
P.E.K.K.A Goblins Goblin Gang Ice Wizard
Tornado P.E.K.K.A The Log
Goblin Gang Tornado The Log Electro Spirit Goblins Zap Ice Wizard
Tornado Electro Spirit Zap Goblin Gang Ice Wizard
Electro Spirit Zap P.E.K.K.A The Log
P.E.K.K.A Goblins Goblin Gang Tornado Ice Wizard
Goblin Gang Tornado Goblins Ice Wizard
Goblins Goblin Gang Ice Wizard Electro Spirit Zap Tornado The Log
Zap Goblin Gang Tornado Ice Wizard
P.E.K.K.A Zap Goblin Gang The Log Ice Wizard
Electro Spirit Goblins Zap Goblin Gang Tornado P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Tornado Zap Goblin Gang P.E.K.K.A The Log
Goblins Goblin Gang Tornado P.E.K.K.A
Electro Spirit Goblins Zap Goblin Gang Tornado The Log Ice Wizard
Zap Tornado The Log Electro Spirit Ice Wizard
P.E.K.K.A Tornado
Goblin Gang Electro Spirit Goblins P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Goblins Zap P.E.K.K.A
Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Goblins Zap The Log
Goblin Gang P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Goblin Gang
Electro Spirit Zap Goblin Gang Tornado Ice Wizard
Goblin Gang P.E.K.K.A Goblins Ice Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Goblins Tornado The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Goblin Gang
Goblin Gang Electro Spirit Goblins Zap Tornado P.E.K.K.A The Log
Electro Spirit Zap P.E.K.K.A The Log Ice Wizard
Electro Spirit Zap Ice 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.)

The Log
Zap Tornado The Log Ice Wizard
The Log
The Log
Zap The Log
Electro Spirit Zap Tornado Ice Wizard
Tornado The Log
The Log Zap Tornado Ice Wizard
The Log Zap Tornado
Goblins Goblin Gang Tornado
Zap Tornado The Log
Zap Tornado
The Log
Zap The Log
Zap The Log
The Log
Tornado
Zap The Log
Zap Tornado The Log
The Log
Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Electro Spirit Ice Wizard
The Log Zap Tornado Ice Wizard
Zap Tornado The Log
Zap Tornado The Log
Zap Tornado Ice Wizard
Zap Electro Spirit
Zap The Log
Zap Electro Spirit
P.E.K.K.A
The Log
Zap Electro Spirit Goblin Gang
Zap Tornado Ice Wizard
The Log
Goblin Gang
The Log Zap
Zap Tornado
P.E.K.K.A
Zap Electro Spirit Goblin Gang Tornado The Log
Zap Tornado
Zap Tornado The Log
P.E.K.K.A

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