My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

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 Cannon Cart P.E.K.K.A Goblinstein

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.

Fireball The Log

Punishments

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

Cannon Cart

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Cannon Cart 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

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

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 The Log

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 Guards 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

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.

Fireball 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 The Log Guards Fireball Wizard Cannon Cart Goblinstein P.E.K.K.A

Shortest cycle

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

10 Electro Spirit The Log Guards Fireball

Attack Synergies 1 7

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 Cannon Cart P.E.K.K.A
Fireball
Electro Spirit The Log
Wizard
P.E.K.K.A
Guards
The Log
Cannon Cart
The Log Electro Spirit
P.E.K.K.A
Electro Spirit Wizard The Log
The Log
Cannon Cart Fireball Guards P.E.K.K.A
Goblinstein

Defense Synergies 2 7

Electro Spirit
The Log
Fireball
The Log
Wizard
Guards Cannon Cart P.E.K.K.A The Log
Guards
Wizard Cannon Cart The Log
Cannon Cart
Wizard Guards
P.E.K.K.A
The Log Wizard
The Log
Fireball P.E.K.K.A Electro Spirit Wizard Guards
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.

Cannon Cart Fireball Wizard The Log
P.E.K.K.A Cannon Cart The Log
P.E.K.K.A Cannon Cart
P.E.K.K.A Guards Cannon Cart
Fireball P.E.K.K.A The Log
Fireball The Log Electro Spirit Guards Cannon Cart
Electro Spirit Fireball Wizard
Electro Spirit Fireball Cannon Cart P.E.K.K.A The Log
P.E.K.K.A
Guards Cannon Cart
Guards Electro Spirit Fireball Wizard Cannon Cart The Log
Fireball Wizard
P.E.K.K.A Fireball Wizard Guards Cannon Cart The Log
Fireball Wizard Electro Spirit Guards Cannon Cart P.E.K.K.A The Log
P.E.K.K.A Cannon Cart
Fireball P.E.K.K.A The Log
Wizard Fireball Cannon Cart P.E.K.K.A
Fireball Electro Spirit Wizard Guards Cannon Cart The Log
Wizard The Log Electro Spirit Fireball Guards Cannon Cart
P.E.K.K.A Cannon Cart
Wizard Electro Spirit Fireball Guards Cannon Cart P.E.K.K.A The Log

Counters to secondary win conditions

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

Guards Fireball Cannon Cart P.E.K.K.A
Fireball Wizard Cannon Cart The Log
Guards P.E.K.K.A Cannon Cart The Log
Guards P.E.K.K.A Fireball Cannon Cart The Log
P.E.K.K.A Guards Cannon Cart
Fireball Wizard Electro Spirit
Guards P.E.K.K.A Fireball Cannon Cart
P.E.K.K.A Cannon Cart
P.E.K.K.A Electro Spirit Fireball Cannon Cart The Log
P.E.K.K.A Guards
P.E.K.K.A Guards Cannon Cart
P.E.K.K.A Fireball Guards The Log
Cannon Cart P.E.K.K.A Fireball Wizard Guards
Wizard Fireball Cannon Cart
Guards Electro Spirit Fireball Cannon Cart P.E.K.K.A The Log
Electro Spirit Fireball Wizard Cannon Cart P.E.K.K.A The Log
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 Guards The Log
Fireball The Log
Fireball Cannon Cart The Log
Cannon Cart Fireball Guards The Log
Fireball Wizard The Log
Fireball Wizard Electro Spirit
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball Guards
Fireball Wizard Cannon Cart The Log
Fireball Wizard
Fireball Cannon Cart The Log
Fireball Cannon Cart
Fireball Cannon Cart The Log
Fireball Wizard Cannon Cart The Log
Fireball Wizard Cannon Cart The Log
Fireball
Fireball Wizard The Log
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball Cannon Cart The Log
The Log Electro Spirit Fireball Wizard
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
Electro Spirit Fireball Wizard Guards
Fireball
Fireball Wizard The Log
Electro Spirit Fireball
P.E.K.K.A
Fireball Wizard The Log
Electro Spirit Fireball Guards Cannon Cart
Fireball Wizard
The Log Fireball
Fireball Wizard Cannon Cart
The Log Fireball Wizard
Fireball
Cannon Cart P.E.K.K.A
Electro Spirit Fireball Guards The Log
Fireball
Fireball Cannon Cart The Log
Cannon Cart P.E.K.K.A
Fireball Wizard

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