My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions Wizard

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.

Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant Mini P.E.K.K.A

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 Giant Mini 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 Mini P.E.K.K.A

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
Minions Royal Giant Skeleton Army
Giant Snowball
Minions Cannon Skeleton Army
Zap
Minions Cannon Royal Giant Skeleton Army
Barbarian Barrel
Electro Spirit Cannon Wizard Skeleton Army
The Log
Electro Spirit Cannon Royal Giant Mini P.E.K.K.A Skeleton Army
Earthquake
Cannon Skeleton Army
Arrows
Electro Spirit Minions Skeleton Army
Royal Delivery
Electro Spirit Minions Mini P.E.K.K.A Wizard Skeleton Army
Fireball
Minions Cannon Wizard Skeleton Army
Poison
Minions Cannon Wizard Skeleton Army
Lightning
Cannon Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard

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 Mini P.E.K.K.A Skeleton Army

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.

Royal Giant 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.

Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Minions Cannon Skeleton Army Mini P.E.K.K.A Wizard Royal Giant

Shortest cycle

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

9 Electro Spirit Zap Minions Cannon

Attack Synergies 1 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.

Electro Spirit
Zap Royal Giant
Zap
Electro Spirit Minions Royal Giant Mini P.E.K.K.A
Minions
Royal Giant Zap Mini P.E.K.K.A
Cannon
Royal Giant
Minions Electro Spirit Zap Wizard
Mini P.E.K.K.A
Zap Minions Wizard
Wizard
Royal Giant Mini P.E.K.K.A
Skeleton Army

Defense Synergies 2 10

Electro Spirit
Zap
Zap
Cannon Mini P.E.K.K.A Electro Spirit Minions Skeleton Army
Minions
Zap Cannon
Cannon
Zap Minions Mini P.E.K.K.A Wizard Skeleton Army
Royal Giant
Mini P.E.K.K.A
Zap Cannon Wizard Skeleton Army
Wizard
Cannon Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Cannon Mini P.E.K.K.A 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.

Zap Minions Cannon Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Cannon
Cannon Mini P.E.K.K.A Skeleton Army Minions
Cannon Mini P.E.K.K.A Skeleton Army Minions
Mini P.E.K.K.A Skeleton Army
Skeleton Army Electro Spirit Zap Minions Cannon
Minions Electro Spirit Zap Cannon Wizard
Electro Spirit Zap Cannon
Cannon Mini P.E.K.K.A Minions Skeleton Army
Skeleton Army Cannon Mini P.E.K.K.A
Minions Skeleton Army Electro Spirit Zap Cannon Wizard
Minions Zap Wizard
Cannon Mini P.E.K.K.A Skeleton Army Zap Minions Wizard
Wizard Skeleton Army Electro Spirit Zap Minions Cannon Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Cannon
Skeleton Army Zap Cannon Mini P.E.K.K.A
Wizard Minions Cannon Mini P.E.K.K.A Skeleton Army
Cannon Electro Spirit Zap Minions Wizard Skeleton Army
Zap Wizard Electro Spirit Minions Cannon
Mini P.E.K.K.A Cannon
Wizard Skeleton Army Electro Spirit Minions Cannon Mini P.E.K.K.A
Cannon Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap
Zap Mini P.E.K.K.A Wizard
Skeleton Army Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Zap
Cannon Mini P.E.K.K.A Skeleton Army
Wizard Electro Spirit Zap Minions
Mini P.E.K.K.A Skeleton Army Minions
Mini P.E.K.K.A Skeleton Army
Zap Electro Spirit Minions Mini P.E.K.K.A Skeleton Army
Cannon Skeleton Army
Minions Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Cannon Wizard
Wizard Cannon Skeleton Army
Skeleton Army Electro Spirit Zap Minions Mini P.E.K.K.A
Minions Electro Spirit Zap Cannon Mini P.E.K.K.A Wizard
Electro Spirit Zap 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.)

Zap
Wizard Zap
Wizard Electro Spirit Zap Minions
Wizard
Zap Wizard
Zap Wizard
Minions Mini P.E.K.K.A
Zap Wizard
Zap Wizard
Minions
Zap
Zap Wizard
Wizard
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Electro Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Electro Spirit Minions Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Electro Spirit
Wizard
Zap Electro Spirit Minions Skeleton Army
Zap Wizard
Mini P.E.K.K.A Wizard
Zap Wizard
Zap
Zap Electro Spirit Minions
Zap
Zap
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: