My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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.

Firecracker 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.

Firecracker P.E.K.K.A Electro 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.

Arrows The Log

Punishments

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

Elite Barbarians

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 Elite Barbarians 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 Firecracker Elite Barbarians 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
Elite Barbarians Skeleton Army
Giant Snowball
Skeleton Army
Zap
Firecracker Skeleton Army
Barbarian Barrel
Electro Spirit Firecracker Elite Barbarians Skeleton Army Electro Wizard
The Log
Electro Spirit Firecracker Elite Barbarians Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Electro Spirit Firecracker Skeleton Army
Royal Delivery
Electro Spirit Firecracker Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Fireball
Firecracker Elite Barbarians Skeleton Army Electro Wizard
Poison
Firecracker Skeleton Army Electro Wizard
Lightning
Elite Barbarians Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker The Log

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 Arrows Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Arrows Firecracker Skeleton Army Electro Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Electro Spirit The Log Arrows Firecracker

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.

Electro Spirit
Elite Barbarians P.E.K.K.A
Arrows
Elite Barbarians P.E.K.K.A
Firecracker
Elite Barbarians P.E.K.K.A
Elite Barbarians
Arrows Electro Spirit Firecracker The Log
Skeleton Army
P.E.K.K.A
Arrows Electro Wizard Electro Spirit Firecracker The Log
The Log
Elite Barbarians P.E.K.K.A
Electro Wizard
P.E.K.K.A

Defense Synergies 2 11

Electro Spirit
The Log Electro Wizard
Arrows
P.E.K.K.A
Firecracker
The Log Skeleton Army P.E.K.K.A Electro Wizard
Elite Barbarians
The Log
Skeleton Army
Firecracker The Log Electro Wizard
P.E.K.K.A
The Log Arrows Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Electro Spirit Elite Barbarians Skeleton Army Electro Wizard
Electro Wizard
Electro Spirit Firecracker Skeleton Army 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.

Firecracker The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Firecracker The Log Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker Elite Barbarians Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log Electro Spirit Firecracker Electro Wizard
Electro Wizard Electro Spirit Arrows Firecracker
Electro Spirit Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Firecracker Electro Wizard
Skeleton Army Electro Wizard Electro Spirit Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
Skeleton Army Electro Spirit Arrows Firecracker P.E.K.K.A The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Elite Barbarians P.E.K.K.A The Log Electro Wizard
Arrows Firecracker Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Arrows Electro Spirit Firecracker Elite Barbarians Skeleton Army The Log Electro Wizard
Arrows The Log Electro Spirit Firecracker Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Skeleton Army Electro Spirit Arrows Firecracker Elite Barbarians P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Elite Barbarians The Log
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Arrows Firecracker Electro Spirit Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Electro Wizard Electro Spirit Firecracker Elite Barbarians Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Elite Barbarians
Skeleton Army P.E.K.K.A Arrows Elite Barbarians The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A
Firecracker Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard Electro Spirit Firecracker P.E.K.K.A The Log
Arrows Electro Spirit Firecracker Elite Barbarians P.E.K.K.A The Log Electro Wizard
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 Firecracker The Log
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Electro Spirit
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Elite Barbarians Electro Wizard
Firecracker Arrows The Log Electro Wizard
Arrows Firecracker
Firecracker Elite Barbarians The Log
Arrows Firecracker
Arrows Firecracker Elite Barbarians The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log Electro Wizard
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Electro Spirit
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Elite Barbarians Arrows Firecracker Electro Wizard
Electro Wizard Electro Spirit Firecracker
Elite Barbarians
Arrows The Log
Electro Spirit Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker The Log
Electro Wizard Electro Spirit Skeleton Army
Arrows Firecracker Electro Wizard
Arrows The Log
Firecracker Electro Wizard
Arrows The Log Firecracker
Arrows
Firecracker Elite Barbarians P.E.K.K.A
Electro Spirit Firecracker Elite Barbarians The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard

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