My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

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.

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.

Royal Hogs

Damage spells

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

Arrows Tornado

Punishments

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

Royal Hogs

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 Royal Hogs 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 Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows 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.

Electro Spirit Arrows Guards 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

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.

Electro Spirit Arrows Guards Tornado Wizard Royal Hogs Goblinstein P.E.K.K.A

Shortest cycle

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

10 Electro Spirit Arrows Guards Tornado

Attack Synergies 4 4

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
Arrows
Royal Hogs P.E.K.K.A
Wizard
Tornado Royal Hogs P.E.K.K.A
Royal Hogs
Arrows Wizard Guards
Guards
Royal Hogs
Tornado
Wizard P.E.K.K.A
P.E.K.K.A
Arrows Tornado Electro Spirit Wizard
Goblinstein

Defense Synergies 2 4

Electro Spirit
Arrows
Tornado P.E.K.K.A
Wizard
Tornado Guards P.E.K.K.A
Royal Hogs
Guards
Wizard
Tornado
Wizard P.E.K.K.A Arrows
P.E.K.K.A
Tornado Arrows 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
P.E.K.K.A
Tornado P.E.K.K.A
P.E.K.K.A Guards
Arrows Tornado P.E.K.K.A
Arrows Tornado Electro Spirit Guards
Tornado Electro Spirit Arrows Wizard
Electro Spirit Arrows P.E.K.K.A
P.E.K.K.A Tornado
Guards Tornado
Guards Electro Spirit Arrows Wizard Tornado
Arrows Wizard Tornado
P.E.K.K.A Wizard Guards
Wizard Electro Spirit Arrows Guards Tornado P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Wizard Arrows Tornado P.E.K.K.A
Arrows Electro Spirit Wizard Guards Tornado
Arrows Wizard Tornado Electro Spirit Guards
P.E.K.K.A Tornado
Wizard Electro Spirit Arrows Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Wizard
Guards P.E.K.K.A
Guards P.E.K.K.A Tornado
P.E.K.K.A Guards
Arrows Wizard Electro Spirit Tornado
Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Spirit Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Spirit Tornado P.E.K.K.A
Arrows Electro Spirit Wizard P.E.K.K.A
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 Guards
Arrows Tornado
Arrows
Arrows Guards
Wizard Arrows
Arrows Wizard Electro Spirit Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Guards Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Electro Spirit Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Tornado
Arrows Wizard Tornado
Electro Spirit Wizard Guards
Arrows Wizard
Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard
Electro Spirit Guards
Arrows Wizard Tornado
Arrows
Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Electro Spirit Guards Tornado
Tornado
Tornado
P.E.K.K.A
Wizard

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