My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Wizard Electro 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.

Firecracker Battle Ram Wizard Rune Giant P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

Rocket

Punishments

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

Battle Ram

Pump responses

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

Rocket

Dropped at the bridge

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

Battle Ram Rune Giant 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.

Firecracker 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
Battle Ram Guards
Giant Snowball
Battle Ram Guards
Zap
Firecracker Battle Ram Guards
Barbarian Barrel
Firecracker Battle Ram Wizard Guards Electro Wizard
The Log
Firecracker Battle Ram Guards
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Battle Ram Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Firecracker Battle Ram Wizard Electro Wizard
Poison
Firecracker Wizard Guards Electro Wizard
Lightning
Battle Ram Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Rocket

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.

Battle Ram Rocket Guards Rune Giant 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Guards Battle Ram Rune Giant Electro Wizard Wizard Rocket P.E.K.K.A

Shortest cycle

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

14 Firecracker Guards Battle Ram Rune Giant

Attack Synergies 1 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.

Firecracker
Battle Ram P.E.K.K.A
Battle Ram
Firecracker P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A
Rocket
Guards
Rune Giant
Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker Battle Ram Wizard
Electro Wizard
P.E.K.K.A Battle Ram Rune Giant

Defense Synergies 0 8

Firecracker
Guards P.E.K.K.A Electro Wizard
Battle Ram
Wizard
Guards P.E.K.K.A Electro Wizard
Rocket
Guards
Firecracker Wizard Electro Wizard
Rune Giant
P.E.K.K.A
Firecracker Wizard Electro Wizard
Electro Wizard
Firecracker Wizard Guards P.E.K.K.A

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.

Rocket Firecracker Wizard Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Rocket P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Guards Electro Wizard
Firecracker Rocket P.E.K.K.A
Firecracker Guards Electro Wizard
Rocket Electro Wizard Firecracker Wizard
Rocket P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Firecracker Electro Wizard
Guards Electro Wizard Firecracker Wizard
Firecracker Wizard Electro Wizard
P.E.K.K.A Wizard Rocket Guards Electro Wizard
Wizard Rocket Firecracker Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Rocket P.E.K.K.A Electro Wizard
Wizard Firecracker P.E.K.K.A Electro Wizard
Firecracker Wizard Guards Electro Wizard
Wizard Firecracker Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Firecracker Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Wizard Rocket
Guards P.E.K.K.A Rocket Electro Wizard
Rocket Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
Firecracker Wizard Rocket Electro Wizard
Rocket Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Rocket P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A Guards
P.E.K.K.A Guards
Rocket P.E.K.K.A Guards Electro Wizard
Rocket P.E.K.K.A Wizard Guards
Wizard Firecracker
Guards Electro Wizard Firecracker Rocket P.E.K.K.A
Firecracker Wizard P.E.K.K.A Electro Wizard
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.)

Firecracker Rocket Guards
Firecracker Electro Wizard
Rocket
Firecracker Rocket Guards
Wizard Rocket Firecracker
Firecracker Wizard Rocket
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Rocket Guards Electro Wizard
Firecracker Rocket Wizard Electro Wizard
Firecracker Wizard Rocket
Rocket Firecracker
Firecracker Rocket
Firecracker
Rocket Firecracker Wizard
Firecracker Wizard Rocket
Rocket
Rocket
Rocket Firecracker Wizard Electro Wizard
Rocket Firecracker Wizard
Rocket
Rocket Wizard
Rocket
Rocket
Firecracker Wizard
Firecracker Wizard Electro Wizard
Wizard
Rocket Firecracker
Firecracker Wizard Electro Wizard
Rocket Electro Wizard Firecracker Wizard Guards
Wizard Rocket
Rocket Firecracker Electro Wizard
P.E.K.K.A
Rocket Firecracker Wizard
Electro Wizard Rocket Guards
Rocket Firecracker Wizard Electro Wizard
Firecracker Wizard Rocket Electro Wizard
Firecracker Wizard
Rocket
Firecracker P.E.K.K.A
Firecracker Rocket Guards Electro Wizard
Firecracker Rocket Electro Wizard
Firecracker Rocket Electro Wizard
P.E.K.K.A
Firecracker Wizard Rocket

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