My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Great!
F2P score
Bad

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Giant Electro Wizard Sparky Mighty Miner

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A Giant Mighty Miner

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.

Mini P.E.K.K.A Electro Wizard Mighty Miner

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
Minions Giant Sparky Mighty Miner
Giant Snowball
Minions Mighty Miner
Zap
Minions Sparky Mighty Miner
Barbarian Barrel
Electro Wizard Sparky
The Log
Mini P.E.K.K.A Sparky
Earthquake
Arrows
Minions
Royal Delivery
Minions Mini P.E.K.K.A Electro Wizard Sparky
Fireball
Minions Electro Wizard Sparky Mighty Miner
Poison
Minions Electro Wizard Sparky
Lightning
Mini P.E.K.K.A Electro Wizard Sparky Mighty Miner
Rocket
Sparky Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mini P.E.K.K.A Rage Sparky Mighty Miner

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.

Minions 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Minions Mini P.E.K.K.A Electro Wizard Mighty Miner Giant Sparky

Shortest cycle

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

12 Rage Arrows Minions Mini P.E.K.K.A

Attack Synergies 9 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.

Arrows
Giant Sparky Mini P.E.K.K.A Mighty Miner
Minions
Giant Rage Mini P.E.K.K.A Sparky
Mini P.E.K.K.A
Giant Sparky Arrows Minions Rage Electro Wizard
Giant
Arrows Minions Mini P.E.K.K.A Rage Sparky Electro Wizard
Rage
Minions Giant Sparky Mini P.E.K.K.A Electro Wizard
Electro Wizard
Mini P.E.K.K.A Giant Rage Sparky
Sparky
Arrows Mini P.E.K.K.A Giant Rage Minions Electro Wizard
Mighty Miner
Arrows

Defense Synergies 1 3

Arrows
Mini P.E.K.K.A Sparky
Minions
Electro Wizard
Mini P.E.K.K.A
Electro Wizard Arrows
Giant
Rage
Electro Wizard
Mini P.E.K.K.A Minions
Sparky
Arrows
Mighty Miner

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.

Minions Electro Wizard Sparky
Mini P.E.K.K.A Sparky Minions Electro Wizard
Mini P.E.K.K.A Sparky Minions Electro Wizard
Mini P.E.K.K.A Sparky Minions Electro Wizard
Arrows Mini P.E.K.K.A Sparky
Arrows Minions Electro Wizard
Minions Electro Wizard Arrows
Arrows Electro Wizard Sparky
Mini P.E.K.K.A Sparky Mighty Miner Minions
Mini P.E.K.K.A Electro Wizard Sparky
Minions Electro Wizard Arrows
Arrows Minions Electro Wizard
Mini P.E.K.K.A Sparky Minions Electro Wizard
Sparky Arrows Minions Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Mini P.E.K.K.A Electro Wizard Sparky
Sparky Arrows Minions Mini P.E.K.K.A Electro Wizard
Arrows Minions Electro Wizard
Arrows Minions Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Arrows Minions Mini P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Mini P.E.K.K.A
Minions Mini P.E.K.K.A Electro Wizard Sparky
Mini P.E.K.K.A Electro Wizard Sparky
Mini P.E.K.K.A Sparky Mighty Miner
Arrows Minions Electro Wizard
Mini P.E.K.K.A Sparky Minions Electro Wizard
Mini P.E.K.K.A Mighty Miner Sparky
Electro Wizard Minions Mini P.E.K.K.A Sparky
Sparky
Minions Mini P.E.K.K.A Sparky
Arrows Electro Wizard
Mini P.E.K.K.A Sparky
Sparky
Electro Wizard Sparky Minions Mini P.E.K.K.A Mighty Miner
Arrows Minions Mini P.E.K.K.A Electro Wizard Sparky Mighty Miner
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 Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Minions
Arrows Sparky
Arrows
Arrows
Minions Mini P.E.K.K.A Electro Wizard Sparky
Arrows Electro Wizard Sparky
Arrows
Sparky
Arrows Minions
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Minions Mini P.E.K.K.A Sparky
Arrows Mini P.E.K.K.A Electro Wizard Sparky
Arrows
Minions Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Electro Wizard Sparky
Arrows Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Electro Wizard Minions
Mini P.E.K.K.A Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Mighty Miner Sparky
Arrows Sparky
Electro Wizard Minions
Arrows Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard Sparky
Arrows
Arrows Sparky
Sparky
Minions Electro Wizard Sparky
Electro Wizard
Electro Wizard Sparky

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