My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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!
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 Tesla Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tesla Battle Ram P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

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.

Missing

Dropped at the bridge

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

Battle Ram P.E.K.K.A Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Magic Archer

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.

Battle Ram Guards Skeleton Army 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.

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.

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 Skeleton Army Tesla Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

13 Firecracker Guards Skeleton Army Tesla

Attack Synergies 3 5

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
Tesla
Battle Ram
Magic Archer Firecracker P.E.K.K.A Electro Wizard
Guards
Skeleton Army
P.E.K.K.A
Electro Wizard Magic Archer Firecracker Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Electro Wizard

Defense Synergies 0 16

Firecracker
Tesla Guards Skeleton Army P.E.K.K.A Electro Wizard
Tesla
Firecracker Guards Skeleton Army Electro Wizard Magic Archer
Battle Ram
Guards
Firecracker Tesla Skeleton Army Electro Wizard Magic Archer
Skeleton Army
Firecracker Tesla Guards Electro Wizard Magic Archer
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard
Firecracker Tesla Guards Skeleton Army P.E.K.K.A Magic Archer
Magic Archer
Tesla Guards Skeleton Army 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.

Firecracker Tesla Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Firecracker Tesla Electro Wizard
Tesla Skeleton Army P.E.K.K.A Electro Wizard
Tesla Skeleton Army P.E.K.K.A Firecracker Guards Electro Wizard
Firecracker Skeleton Army P.E.K.K.A
Skeleton Army Firecracker Tesla Guards Electro Wizard Magic Archer
Tesla Electro Wizard Firecracker Magic Archer
Tesla P.E.K.K.A Electro Wizard Magic Archer
Tesla P.E.K.K.A Skeleton Army
Guards Skeleton Army Firecracker Tesla Electro Wizard
Guards Skeleton Army Electro Wizard Firecracker Tesla Magic Archer
Tesla Firecracker Electro Wizard Magic Archer
Tesla Skeleton Army P.E.K.K.A Guards Electro Wizard
Skeleton Army Firecracker Tesla Guards P.E.K.K.A Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Tesla Electro Wizard
Skeleton Army Tesla P.E.K.K.A Electro Wizard
Tesla Firecracker Skeleton Army P.E.K.K.A Electro Wizard
Tesla Firecracker Guards Skeleton Army Electro Wizard Magic Archer
Firecracker Tesla Guards Electro Wizard Magic Archer
P.E.K.K.A Tesla Electro Wizard
Skeleton Army Firecracker Tesla Guards P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards Skeleton Army Tesla P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Tesla Magic Archer
Guards Skeleton Army P.E.K.K.A Electro Wizard
Guards Skeleton Army P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Tesla Guards Skeleton Army
Firecracker Tesla Electro Wizard Magic Archer
Guards Skeleton Army P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Tesla Skeleton Army
P.E.K.K.A Electro Wizard Firecracker Skeleton Army Magic Archer
P.E.K.K.A Tesla Guards Skeleton Army
P.E.K.K.A Tesla Guards
Skeleton Army P.E.K.K.A Guards Electro Wizard
Skeleton Army P.E.K.K.A Tesla Guards
Firecracker Tesla Skeleton Army Magic Archer
Tesla Guards Skeleton Army Electro Wizard Firecracker P.E.K.K.A Magic Archer
Firecracker Tesla P.E.K.K.A Electro Wizard Magic Archer
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.)

Magic Archer Firecracker Guards
Firecracker Electro Wizard Magic Archer
Magic Archer
Firecracker Guards
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Guards Electro Wizard
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Electro Wizard Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker Guards
Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker Magic Archer
Electro Wizard Guards Skeleton Army Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker P.E.K.K.A
Firecracker Guards Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker

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