My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Electro Wizard Little Prince

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.

Skeletons Electro Dragon P.E.K.K.A Electro Wizard Little Prince

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.

Arrows Rage

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 Dragon Electro Wizard Goblin Machine

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
Skeletons
Giant Snowball
Skeletons Electro Dragon Little Prince
Zap
Skeletons Little Prince
Barbarian Barrel
Skeletons Electro Wizard Little Prince
The Log
Skeletons Little Prince
Earthquake
Skeletons
Arrows
Skeletons Little Prince
Royal Delivery
Skeletons Electro Dragon P.E.K.K.A Electro Wizard Little Prince
Fireball
Electro Dragon Electro Wizard Little Prince
Poison
Electro Dragon Electro Wizard Little Prince
Lightning
Electro Dragon Electro Wizard Little Prince
Rocket
Electro Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Goblin Machine

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 Rage P.E.K.K.A Goblin Machine

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.

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.

Skeletons Rage Arrows Little Prince Electro Wizard Electro Dragon Goblin Machine P.E.K.K.A

Shortest cycle

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

9 Skeletons Rage Arrows Little Prince

Attack Synergies 2 5

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.

Skeletons
Arrows
P.E.K.K.A
Rage
Electro Dragon Electro Wizard Goblin Machine
Electro Dragon
Rage P.E.K.K.A Little Prince
P.E.K.K.A
Arrows Electro Wizard Electro Dragon
Electro Wizard
P.E.K.K.A Rage
Goblin Machine
Rage
Little Prince
Electro Dragon

Defense Synergies 0 9

Skeletons
Electro Dragon P.E.K.K.A Electro Wizard Little Prince
Arrows
P.E.K.K.A Little Prince
Rage
Electro Dragon
Skeletons Electro Wizard
P.E.K.K.A
Skeletons Arrows Electro Wizard
Electro Wizard
Skeletons Electro Dragon P.E.K.K.A Little Prince
Goblin Machine
Little Prince
Skeletons Arrows Electro 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.

Electro Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Dragon Electro Wizard
Arrows P.E.K.K.A
Arrows Skeletons Electro Dragon Electro Wizard
Electro Wizard Arrows Electro Dragon Little Prince
Arrows Electro Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Electro Wizard Little Prince
Electro Wizard Skeletons Arrows Electro Dragon
Arrows Electro Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Dragon Electro Wizard
Arrows Electro Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Skeletons Arrows Electro Dragon P.E.K.K.A Electro Wizard
Arrows Electro Dragon Electro Wizard Little Prince
Arrows Electro Dragon Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Arrows Electro Dragon P.E.K.K.A Electro Wizard Little Prince
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Electro Dragon
P.E.K.K.A Skeletons Electro Dragon Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Arrows Skeletons Electro Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
Electro Dragon P.E.K.K.A Electro Wizard Skeletons
P.E.K.K.A Skeletons
P.E.K.K.A Electro Dragon
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Skeletons
Electro Dragon
Electro Dragon Electro Wizard Skeletons P.E.K.K.A Little Prince
Arrows Electro Dragon P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Electro Dragon
Arrows Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows
Arrows
Arrows Electro Dragon Goblin Machine
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Electro Dragon Electro Wizard
Arrows Electro Dragon Electro Wizard Goblin Machine
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon Electro Wizard Goblin Machine
Arrows Electro Dragon Goblin Machine Little Prince
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Goblin Machine Little Prince
Arrows Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows
Arrows Electro Dragon Electro Wizard Little Prince
Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows Electro Dragon Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Electro Dragon
Arrows Electro Dragon Electro Wizard
Arrows
Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Little Prince
P.E.K.K.A
Electro Dragon

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