My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Magic Archer

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.

P.E.K.K.A Electro Wizard Magic Archer

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 Fireball Tornado

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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 P.E.K.K.A Magic Archer

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 Magic Archer

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
Skeleton Army
Giant Snowball
Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Skeleton Army Electro Wizard Magic Archer
The Log
Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Electro Wizard Magic Archer
Fireball
Skeleton Army Electro Wizard Magic Archer
Poison
Skeleton Army Electro Wizard Magic Archer
Lightning
Mini P.E.K.K.A Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Tornado Magic Archer

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.

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

Fireball 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.

Fireball 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.

Arrows Skeleton Army Tornado Fireball Mini P.E.K.K.A Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

13 Arrows Skeleton Army Tornado Fireball

Attack Synergies 7 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.

Arrows
Fireball P.E.K.K.A Mini P.E.K.K.A
Fireball
Arrows Tornado Electro Wizard Magic Archer
Mini P.E.K.K.A
Arrows Tornado Electro Wizard Magic Archer
Skeleton Army
Tornado
Fireball P.E.K.K.A Magic Archer Mini P.E.K.K.A
P.E.K.K.A
Arrows Tornado Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Fireball Mini P.E.K.K.A Magic Archer
Magic Archer
Tornado P.E.K.K.A Fireball Mini P.E.K.K.A Electro Wizard

Defense Synergies 4 14

Arrows
Fireball Mini P.E.K.K.A Tornado P.E.K.K.A
Fireball
Tornado Arrows Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Electro Wizard Arrows Fireball Skeleton Army Tornado Magic Archer
Skeleton Army
Mini P.E.K.K.A Electro Wizard Magic Archer
Tornado
Fireball P.E.K.K.A Magic Archer Arrows Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Tornado Arrows Electro Wizard
Electro Wizard
Mini P.E.K.K.A Fireball Skeleton Army Tornado P.E.K.K.A Magic Archer
Magic Archer
Tornado Mini P.E.K.K.A Skeleton Army 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.

Fireball Electro Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Electro Wizard
Arrows Fireball Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A
Arrows Fireball Skeleton Army Tornado Electro Wizard Magic Archer
Tornado Electro Wizard Arrows Fireball Magic Archer
Arrows Fireball P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Mini P.E.K.K.A Electro Wizard
Skeleton Army Electro Wizard Arrows Fireball Tornado Magic Archer
Arrows Fireball Tornado Electro Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball Electro Wizard
Fireball Skeleton Army Arrows Mini P.E.K.K.A Tornado P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Tornado Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Fireball Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A Electro Wizard
Arrows Fireball Skeleton Army Tornado Electro Wizard Magic Archer
Arrows Tornado Fireball Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Tornado Electro Wizard
Skeleton Army Arrows Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Mini P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball Tornado Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Skeleton Army
Arrows Fireball Tornado Electro Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Fireball Mini P.E.K.K.A Skeleton Army Tornado Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows Fireball Tornado Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball
Fireball Skeleton Army Magic Archer
Skeleton Army Electro Wizard Fireball Mini P.E.K.K.A Tornado P.E.K.K.A Magic Archer
Arrows Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer
Arrows Fireball 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.)

Fireball Magic Archer Arrows
Arrows Fireball Tornado Electro Wizard Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball
Fireball Arrows Magic Archer
Arrows Fireball Tornado Magic Archer
Arrows Tornado Magic Archer
Arrows Fireball Tornado Magic Archer
Arrows Fireball Tornado
Fireball Mini P.E.K.K.A Tornado Electro Wizard
Arrows Fireball Tornado Electro Wizard Magic Archer
Fireball Arrows Tornado Magic Archer
Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Magic Archer Arrows Fireball
Arrows Fireball Tornado
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Electro Wizard Magic Archer
Arrows Fireball Tornado Magic Archer
Fireball Magic Archer
Arrows Fireball Tornado
Tornado
Arrows Fireball
Arrows Tornado Fireball Magic Archer
Arrows Fireball Tornado Electro Wizard Magic Archer
Fireball Arrows Tornado Magic Archer
Fireball Arrows Tornado Magic Archer
Arrows Fireball Tornado Electro Wizard Magic Archer
Electro Wizard Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball Magic Archer
Arrows Fireball Electro Wizard Magic Archer
P.E.K.K.A
Arrows Fireball Magic Archer
Electro Wizard Fireball Skeleton Army Magic Archer
Fireball Arrows Tornado Electro Wizard Magic Archer
Arrows Fireball
Fireball Mini P.E.K.K.A Electro Wizard Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Tornado
P.E.K.K.A
Fireball Tornado Electro Wizard Magic Archer
Fireball Tornado Electro Wizard Magic Archer
Fireball Tornado Electro Wizard Magic Archer
P.E.K.K.A
Fireball

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