My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Witch 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.

Wizard Witch P.E.K.K.A Electro Wizard Sparky

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.

Freeze

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.

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
Clone Sparky
Giant Snowball
Clone Witch
Zap
Clone Witch Sparky
Barbarian Barrel
Wizard Clone Witch Electro Wizard Sparky
The Log
Clone Witch Sparky
Earthquake
Clone Witch
Arrows
Clone Witch
Royal Delivery
Wizard Clone Witch P.E.K.K.A Electro Wizard Sparky
Fireball
Wizard Clone Witch Electro Wizard Sparky
Poison
Wizard Clone Witch Electro Wizard Sparky
Lightning
Wizard Witch Electro Wizard Sparky
Rocket
Wizard Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Sparky

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.

Clone Freeze P.E.K.K.A Sparky

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 Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Clone Freeze Electro Wizard Wizard Witch Sparky P.E.K.K.A

Shortest cycle

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

11 Mirror Clone Freeze Electro Wizard

Attack Synergies 1 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.

Wizard
P.E.K.K.A Sparky
Mirror
Freeze Sparky
Clone
Witch Electro Wizard Sparky
Freeze
Mirror
Witch
Clone P.E.K.K.A
P.E.K.K.A
Electro Wizard Wizard Witch
Electro Wizard
P.E.K.K.A Clone Sparky
Sparky
Wizard Mirror Clone Electro Wizard

Defense Synergies 0 9

Wizard
Freeze P.E.K.K.A Electro Wizard
Mirror
Electro Wizard Sparky
Clone
Freeze
Wizard Electro Wizard Sparky
Witch
Electro Wizard
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Wizard Mirror Freeze Witch P.E.K.K.A
Sparky
Mirror Freeze

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 Sparky
P.E.K.K.A Sparky Witch Electro Wizard
Witch P.E.K.K.A Sparky Freeze Electro Wizard
Witch P.E.K.K.A Sparky Electro Wizard
P.E.K.K.A Sparky
Freeze Electro Wizard
Electro Wizard Wizard Freeze Witch
P.E.K.K.A Electro Wizard Sparky
Witch P.E.K.K.A Sparky
Electro Wizard Sparky
Witch Electro Wizard Wizard Freeze
Wizard Witch Electro Wizard
P.E.K.K.A Sparky Wizard Freeze Witch Electro Wizard
Wizard Sparky Freeze Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Freeze P.E.K.K.A Electro Wizard Sparky
Wizard Sparky Witch P.E.K.K.A Electro Wizard
Wizard Witch Electro Wizard
Wizard Freeze Witch Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Wizard Witch P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Witch P.E.K.K.A Electro Wizard Sparky
Electro Wizard Wizard
P.E.K.K.A Witch Electro Wizard Sparky
P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Witch Sparky
Wizard Freeze Witch Electro Wizard
P.E.K.K.A Sparky Witch Electro Wizard
P.E.K.K.A Sparky
Freeze P.E.K.K.A Electro Wizard Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Witch Sparky
P.E.K.K.A Electro Wizard
P.E.K.K.A Wizard Witch Sparky
Wizard Witch Sparky
Witch Electro Wizard Sparky Freeze P.E.K.K.A
Wizard Freeze Witch P.E.K.K.A Electro Wizard Sparky
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.)

Freeze Sparky
Electro Wizard
Sparky
Freeze Sparky
Wizard Sparky
Wizard Freeze Witch
Wizard Witch Sparky
Wizard Freeze
Wizard
Electro Wizard Sparky
Wizard Electro Wizard Sparky
Wizard
Sparky
Freeze
Sparky
Wizard Witch Sparky
Wizard Sparky
Freeze Sparky
Sparky
Wizard Electro Wizard Sparky
Wizard Witch
Sparky
Wizard
Sparky
Freeze Wizard Witch Sparky
Witch
Wizard Witch Electro Wizard Sparky
Wizard Witch Sparky
Sparky
Wizard Witch Electro Wizard Sparky
Electro Wizard Wizard Freeze Witch
Sparky
Wizard Sparky
Freeze Electro Wizard Sparky
P.E.K.K.A Sparky
Wizard Sparky
Electro Wizard Freeze Witch
Wizard Witch Electro Wizard
Freeze
Wizard Electro Wizard Sparky
Wizard
Sparky
P.E.K.K.A Sparky
Freeze Witch Electro Wizard Sparky
Witch Electro Wizard
Freeze Witch Electro Wizard Sparky
P.E.K.K.A Sparky
Wizard Sparky

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