My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard Little Prince

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.

Royal Recruits P.E.K.K.A Electro Wizard Little Prince

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

Punishments

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

Royal Recruits

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 Fire Spirit Royal Recruits 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 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
Royal Recruits Clone
Giant Snowball
Fire Spirit Royal Recruits Clone Little Prince
Zap
Fire Spirit Clone Little Prince
Barbarian Barrel
Electro Spirit Fire Spirit Royal Recruits Clone Electro Wizard Little Prince
The Log
Electro Spirit Fire Spirit Royal Recruits Clone Little Prince
Earthquake
Clone
Arrows
Electro Spirit Fire Spirit Royal Recruits Clone Little Prince
Royal Delivery
Electro Spirit Fire Spirit Royal Recruits Clone P.E.K.K.A Electro Wizard Little Prince
Fireball
Clone Electro Wizard Little Prince
Poison
Royal Recruits Clone Electro Wizard Little Prince
Lightning
Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit

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 Fire Spirit Royal Recruits Rage Clone 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.

Fire Spirit 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.

Electro Spirit Fire Spirit Rage Clone Little Prince Electro Wizard Royal Recruits P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Fire Spirit Rage Clone

Attack Synergies 2 6

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
Fire Spirit
P.E.K.K.A Royal Recruits
Royal Recruits
Fire Spirit Clone Electro Wizard
Rage
Electro Wizard
Clone
Royal Recruits Electro Wizard
P.E.K.K.A
Fire Spirit Electro Wizard Electro Spirit
Electro Wizard
P.E.K.K.A Royal Recruits Rage Clone
Little Prince

Defense Synergies 0 7

Electro Spirit
Electro Wizard Little Prince
Fire Spirit
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits
Fire Spirit
Rage
Clone
P.E.K.K.A
Fire Spirit Electro Wizard
Electro Wizard
Electro Spirit Fire Spirit P.E.K.K.A Little Prince
Little Prince
Electro Spirit 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.

Royal Recruits Electro Wizard
P.E.K.K.A Royal Recruits Electro Wizard
P.E.K.K.A Fire Spirit Royal Recruits Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A
Electro Spirit Fire Spirit Electro Wizard
Electro Wizard Electro Spirit Fire Spirit Little Prince
Electro Spirit Royal Recruits P.E.K.K.A Electro Wizard
P.E.K.K.A Royal Recruits
Fire Spirit Royal Recruits Electro Wizard Little Prince
Electro Wizard Electro Spirit Royal Recruits
Electro Wizard
Royal Recruits P.E.K.K.A Fire Spirit Electro Wizard
Fire Spirit Electro Spirit Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Fire Spirit Electro Spirit Royal Recruits Electro Wizard Little Prince
Electro Spirit Fire Spirit Royal Recruits Electro Wizard Little Prince
P.E.K.K.A Royal Recruits Electro Wizard
Royal Recruits Electro Spirit Fire Spirit P.E.K.K.A Electro Wizard Little Prince

Counters to secondary win conditions

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

Royal Recruits P.E.K.K.A Electro Wizard
Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A
Fire Spirit Electro Spirit Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard
P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A Electro Wizard Electro Spirit
Royal Recruits P.E.K.K.A
P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A
Royal Recruits
Royal Recruits Electro Wizard Electro Spirit P.E.K.K.A Little Prince
Electro Spirit Royal Recruits P.E.K.K.A Electro Wizard
Electro Spirit 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.)

Royal Recruits
Electro Wizard
Royal Recruits
Fire Spirit
Electro Spirit Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit Electro Wizard
Royal Recruits Electro Wizard
Fire Spirit
Fire Spirit
Royal Recruits
Fire Spirit Electro Wizard
Fire Spirit Little Prince
Royal Recruits
Electro Spirit Fire Spirit Little Prince
Electro Wizard
Fire Spirit Electro Wizard Little Prince
Electro Wizard Electro Spirit
Electro Spirit Electro Wizard
P.E.K.K.A
Electro Wizard Electro Spirit Fire Spirit Royal Recruits
Fire Spirit Electro Wizard
Electro Wizard
Royal Recruits P.E.K.K.A
Electro Spirit Royal Recruits Electro Wizard
Electro Wizard
Royal Recruits Electro Wizard Little Prince
P.E.K.K.A

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