My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

Balloon P.E.K.K.A Ice Wizard Electro Wizard Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

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

Rage Tornado

Punishments

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

Balloon

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.

Balloon 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.

Balloon 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
Guards Balloon
Giant Snowball
Guards Balloon
Zap
Guards Balloon
Barbarian Barrel
Guards Ice Wizard Electro Wizard
The Log
Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Guards Balloon P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Balloon Ice Wizard Electro Wizard
Poison
Guards Balloon Ice Wizard Electro Wizard
Lightning
Balloon Ice Wizard Electro Wizard Goblinstein
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado 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.

Rage Guards 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.

Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Guards Tornado Ice Wizard Electro Wizard Balloon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Guards Tornado Ice Wizard

Attack Synergies 3 6

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.

Rage
Balloon Electro Wizard
Guards
Tornado
P.E.K.K.A Balloon Ice Wizard
Balloon
Rage Tornado Ice Wizard Electro Wizard
P.E.K.K.A
Tornado Electro Wizard Ice Wizard
Ice Wizard
Tornado Balloon P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage Balloon
Goblinstein

Defense Synergies 2 5

Rage
Guards
Ice Wizard Electro Wizard
Tornado
P.E.K.K.A Ice Wizard Electro Wizard
Balloon
P.E.K.K.A
Tornado Ice Wizard Electro Wizard
Ice Wizard
Tornado Guards P.E.K.K.A
Electro Wizard
Guards Tornado P.E.K.K.A
Goblinstein

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.

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

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
Guards P.E.K.K.A Electro Wizard
Guards P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Guards
Tornado Ice Wizard Electro Wizard
Guards P.E.K.K.A Ice Wizard 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 Guards Tornado Electro Wizard
P.E.K.K.A Guards
Guards Electro Wizard Tornado P.E.K.K.A
P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard 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.)

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

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