My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Bomber Knight Wizard 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.

Rage Tornado

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.

Knight 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 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
Bomber
Giant Snowball
Bomber
Zap
Bomber
Barbarian Barrel
Bomber Knight Wizard Electro Wizard
The Log
Bomber
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Knight Wizard P.E.K.K.A Electro Wizard
Fireball
Bomber Wizard Electro Wizard
Poison
Bomber Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Tornado

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.

Knight Rage Tornado 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.

Wizard 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.

Mirror Bomber Rage Knight Tornado Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Bomber Rage Knight

Attack Synergies 3 8

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.

Bomber
Knight P.E.K.K.A
Knight
Bomber Wizard Electro Wizard
Wizard
Tornado Knight Rage P.E.K.K.A
Mirror
Tornado
Rage
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Mirror
P.E.K.K.A
Tornado Electro Wizard Bomber Wizard
Electro Wizard
P.E.K.K.A Knight Rage

Defense Synergies 5 10

Bomber
Knight Tornado P.E.K.K.A Electro Wizard
Knight
Bomber Electro Wizard Wizard Tornado
Wizard
Tornado Knight P.E.K.K.A Electro Wizard
Mirror
Tornado Electro Wizard
Rage
Tornado
Wizard Mirror P.E.K.K.A Bomber Knight Electro Wizard
P.E.K.K.A
Tornado Bomber Wizard Electro Wizard
Electro Wizard
Knight Bomber Wizard Mirror Tornado P.E.K.K.A

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.

Bomber Knight Wizard Electro Wizard
P.E.K.K.A Bomber Knight Electro Wizard
Tornado P.E.K.K.A Bomber Knight Electro Wizard
P.E.K.K.A Bomber Knight Electro Wizard
Bomber Tornado P.E.K.K.A
Tornado Bomber Electro Wizard
Tornado Electro Wizard Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Knight Tornado Bomber Electro Wizard
Electro Wizard Bomber Knight Wizard Tornado
Wizard Tornado Electro Wizard
P.E.K.K.A Bomber Knight Wizard Electro Wizard
Bomber Wizard Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Wizard Bomber Knight Tornado P.E.K.K.A Electro Wizard
Bomber Knight Wizard Tornado Electro Wizard
Wizard Tornado Bomber Knight Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bomber Wizard Knight 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.

Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Knight Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Tornado Electro Wizard
P.E.K.K.A Knight
Wizard Tornado Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Tornado
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Knight Wizard
Wizard Bomber
Electro Wizard Bomber Knight Tornado P.E.K.K.A
Bomber Wizard P.E.K.K.A 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.)

Knight
Tornado Electro Wizard
Knight
Bomber Wizard
Wizard Tornado
Bomber Wizard Tornado
Wizard Tornado
Wizard Tornado
Tornado Electro Wizard
Knight Wizard Tornado Electro Wizard
Wizard Tornado
Knight
Bomber Wizard
Wizard
Tornado
Bomber
Bomber Wizard Electro Wizard
Bomber Wizard Tornado
Wizard Tornado
Tornado
Tornado Bomber Wizard
Wizard Tornado Electro Wizard
Wizard Tornado
Tornado
Wizard Tornado Electro Wizard
Electro Wizard Wizard
Bomber Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard
Wizard Tornado Electro Wizard
Knight Wizard Electro Wizard
Bomber Wizard
Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Electro Wizard

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