My Best Clash Royale Deck

Deck Check Rating

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

1 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

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.

Battle Ram Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Fireball

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 Battle Ram Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Barbarians Mini P.E.K.K.A Battle Ram 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 Mini P.E.K.K.A Goblin Barrel

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
Battle Ram Goblin Barrel
Giant Snowball
Barbarians Battle Ram Goblin Barrel
Zap
Battle Ram Goblin Barrel
Barbarian Barrel
Electro Spirit Barbarians Battle Ram Wizard Goblin Barrel
The Log
Electro Spirit Barbarians Mini P.E.K.K.A Battle Ram Goblin Barrel
Earthquake
Barbarians Goblin Barrel
Arrows
Electro Spirit Goblin Barrel
Royal Delivery
Electro Spirit Barbarians Mini P.E.K.K.A Battle Ram Wizard Goblin Barrel P.E.K.K.A
Fireball
Barbarians Battle Ram Wizard Goblin Barrel
Poison
Barbarians Wizard
Lightning
Mini P.E.K.K.A Battle Ram Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Wizard

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.

Electro Spirit Mini P.E.K.K.A Battle Ram 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 Goblin Barrel

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.

Barbarians Fireball Wizard Goblin Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblin Barrel Fireball Mini P.E.K.K.A Battle Ram Barbarians Wizard P.E.K.K.A

Shortest cycle

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

12 Electro Spirit Goblin Barrel Fireball Mini P.E.K.K.A

Attack Synergies 0 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.

Electro Spirit
Fireball Battle Ram P.E.K.K.A
Barbarians
Fireball
Electro Spirit Battle Ram
Mini P.E.K.K.A
Wizard
Battle Ram
Electro Spirit Fireball Goblin Barrel P.E.K.K.A
Wizard
Mini P.E.K.K.A P.E.K.K.A
Goblin Barrel
Battle Ram P.E.K.K.A
P.E.K.K.A
Electro Spirit Battle Ram Wizard Goblin Barrel

Defense Synergies 0 3

Electro Spirit
Barbarians
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Fireball Wizard
Battle Ram
Wizard
Mini P.E.K.K.A P.E.K.K.A
Goblin Barrel
P.E.K.K.A
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 Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Electro Spirit
Electro Spirit Fireball Wizard
Electro Spirit Barbarians Fireball P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Electro Spirit Fireball Wizard
Fireball Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Fireball Wizard
Fireball Wizard Electro Spirit Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A P.E.K.K.A
Barbarians Wizard Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Electro Spirit Barbarians Wizard
Wizard Electro Spirit Barbarians Fireball
Barbarians Mini P.E.K.K.A P.E.K.K.A
Wizard Electro Spirit Barbarians Fireball Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Fireball P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Barbarians P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Mini P.E.K.K.A
Fireball Wizard Electro Spirit
Mini P.E.K.K.A P.E.K.K.A Barbarians Fireball
Mini P.E.K.K.A P.E.K.K.A Barbarians
P.E.K.K.A Electro Spirit Barbarians Fireball Mini P.E.K.K.A
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Mini P.E.K.K.A
P.E.K.K.A Barbarians Fireball
Barbarians Mini P.E.K.K.A P.E.K.K.A Fireball Wizard
Wizard Barbarians Fireball
Barbarians Electro Spirit Fireball Mini P.E.K.K.A P.E.K.K.A
Electro Spirit Barbarians Fireball Mini P.E.K.K.A Wizard P.E.K.K.A
Electro Spirit Fireball

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
Fireball
Fireball
Barbarians Fireball
Fireball Wizard
Fireball Wizard Electro Spirit
Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Electro Spirit Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Electro Spirit Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Electro Spirit Fireball
P.E.K.K.A
Fireball Wizard
Electro Spirit Barbarians Fireball
Fireball Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Electro Spirit Fireball
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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