My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Fire Spirit 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.

Elixir Golem Wizard P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem

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 Fire Spirit Elixir Golem 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

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
Elixir Golem
Giant Snowball
Fire Spirit
Zap
Fire Spirit
Barbarian Barrel
Electro Spirit Fire Spirit Elixir Golem Wizard
The Log
Electro Spirit Fire Spirit Elixir Golem
Earthquake
Elixir Golem
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Elixir Golem Wizard P.E.K.K.A
Fireball
Elixir Golem Wizard
Poison
Elixir Golem Wizard
Lightning
Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows Wizard 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 Fire Spirit Arrows Elixir Golem P.E.K.K.A

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.

Fire Spirit 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 Fire Spirit The Log Arrows Elixir Golem Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Fire Spirit The Log Arrows

Attack Synergies 2 7

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
P.E.K.K.A
Fire Spirit
P.E.K.K.A Elixir Golem
Arrows
P.E.K.K.A Elixir Golem
Elixir Golem
Fire Spirit Arrows Wizard The Log
Wizard
Elixir Golem P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Electro Spirit Wizard The Log
The Log
Elixir Golem P.E.K.K.A
Goblinstein

Defense Synergies 1 6

Electro Spirit
The Log
Fire Spirit
P.E.K.K.A The Log
Arrows
P.E.K.K.A
Elixir Golem
Wizard
P.E.K.K.A The Log
P.E.K.K.A
The Log Fire Spirit Arrows Wizard
The Log
P.E.K.K.A Electro Spirit Fire Spirit Wizard
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.

Wizard The Log
P.E.K.K.A The Log
P.E.K.K.A Fire Spirit
P.E.K.K.A
Arrows P.E.K.K.A The Log
Arrows The Log Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Arrows Wizard
Electro Spirit Arrows P.E.K.K.A The Log
P.E.K.K.A
Fire Spirit
Electro Spirit Arrows Wizard The Log
Arrows Wizard
P.E.K.K.A Fire Spirit Wizard The Log
Fire Spirit Wizard Electro Spirit Arrows P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Wizard Arrows P.E.K.K.A
Fire Spirit Arrows Electro Spirit Wizard The Log
Arrows Wizard The Log Electro Spirit Fire Spirit
P.E.K.K.A
Wizard Electro Spirit Fire Spirit Arrows P.E.K.K.A The Log

Counters to secondary win conditions

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

P.E.K.K.A
Arrows Wizard The Log
P.E.K.K.A The Log
P.E.K.K.A The Log
P.E.K.K.A
Fire Spirit Arrows Wizard Electro Spirit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Spirit The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows The Log
P.E.K.K.A Wizard
Wizard
Electro Spirit P.E.K.K.A The Log
Arrows Electro Spirit Wizard P.E.K.K.A The Log
Electro Spirit 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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Fire Spirit Arrows The Log
Arrows Wizard Electro Spirit Fire Spirit
Fire Spirit Arrows Wizard The Log
Arrows The Log Fire Spirit Wizard
Arrows The Log Wizard
Fire Spirit
Arrows Wizard The Log
Fire Spirit Arrows Wizard
Fire Spirit The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Fire Spirit Arrows Wizard The Log
Fire Spirit Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Electro Spirit Fire Spirit Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Fire Spirit Arrows Wizard
Electro Spirit Wizard
Arrows Wizard The Log
Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard The Log
Electro Spirit Fire Spirit
Fire Spirit Arrows Wizard
Arrows The Log
Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
Electro Spirit The Log
The Log
P.E.K.K.A
Wizard

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