My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Wall Breakers Goblin Barrel

Pump responses

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

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 Wall Breakers 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 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
Wall Breakers Goblin Barrel Skeleton Army
Giant Snowball
Cannon Wall Breakers Goblin Barrel Skeleton Army
Zap
Cannon Firecracker Wall Breakers Goblin Barrel Skeleton Army
Barbarian Barrel
Electro Spirit Cannon Firecracker Wall Breakers Goblin Barrel Skeleton Army
The Log
Electro Spirit Cannon Firecracker Wall Breakers Goblin Barrel Skeleton Army
Earthquake
Cannon Firecracker Goblin Barrel Skeleton Army
Arrows
Electro Spirit Firecracker Wall Breakers Goblin Barrel Skeleton Army
Royal Delivery
Electro Spirit Firecracker Wall Breakers Goblin Barrel Skeleton Army P.E.K.K.A
Fireball
Cannon Firecracker Wall Breakers Goblin Barrel Skeleton Army
Poison
Cannon Firecracker Skeleton Army
Lightning
Cannon
Rocket

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

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.

Goblin Barrel 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Wall Breakers Arrows Cannon Firecracker Goblin Barrel Skeleton Army P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Wall Breakers Arrows Cannon

Attack Synergies 1 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
Wall Breakers P.E.K.K.A
Arrows
P.E.K.K.A Wall Breakers Goblin Barrel
Cannon
Firecracker
Wall Breakers Goblin Barrel P.E.K.K.A
Wall Breakers
Electro Spirit Arrows Firecracker
Goblin Barrel
Arrows Firecracker Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Arrows Electro Spirit Firecracker Goblin Barrel

Defense Synergies 0 6

Electro Spirit
Arrows
Cannon P.E.K.K.A
Cannon
Arrows Firecracker Skeleton Army
Firecracker
Cannon Skeleton Army P.E.K.K.A
Wall Breakers
Goblin Barrel
Skeleton Army
Cannon Firecracker
P.E.K.K.A
Arrows Firecracker

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.

Cannon Firecracker
Skeleton Army P.E.K.K.A Cannon Firecracker
Cannon Skeleton Army P.E.K.K.A
Cannon Skeleton Army P.E.K.K.A Firecracker
Arrows Firecracker Skeleton Army P.E.K.K.A
Arrows Skeleton Army Electro Spirit Cannon Firecracker
Electro Spirit Arrows Cannon Firecracker
Electro Spirit Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Skeleton Army
Skeleton Army Cannon Firecracker
Skeleton Army Electro Spirit Arrows Cannon Firecracker
Arrows Firecracker
Cannon Skeleton Army P.E.K.K.A
Skeleton Army Electro Spirit Arrows Cannon Firecracker P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon
Skeleton Army Cannon P.E.K.K.A
Arrows Cannon Firecracker Skeleton Army P.E.K.K.A
Arrows Cannon Electro Spirit Firecracker Skeleton Army
Arrows Electro Spirit Cannon Firecracker
P.E.K.K.A Cannon
Skeleton Army Electro Spirit Arrows Cannon Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A
Arrows Firecracker
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
P.E.K.K.A Cannon Skeleton Army
Arrows Firecracker Electro Spirit
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Spirit Firecracker Skeleton Army
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Cannon
Cannon Firecracker Skeleton Army
Skeleton Army Electro Spirit Firecracker P.E.K.K.A
Arrows Electro Spirit Cannon Firecracker P.E.K.K.A
Electro Spirit Arrows Cannon

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
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Electro Spirit Firecracker
Arrows
Electro Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Electro Spirit Skeleton Army
Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Electro Spirit Firecracker
Firecracker
Firecracker
P.E.K.K.A
Firecracker

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