My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Skeletons Tombstone Wizard 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.

Missing

Damage spells

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

Arrows Fireball Rage

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.

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 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
Skeletons
Giant Snowball
Skeletons Tombstone
Zap
Skeletons Tombstone
Barbarian Barrel
Skeletons Tombstone Wizard Electro Wizard
The Log
Skeletons Tombstone
Earthquake
Skeletons Tombstone
Arrows
Skeletons Tombstone
Royal Delivery
Skeletons Wizard P.E.K.K.A Electro Wizard
Fireball
Tombstone Wizard Electro Wizard
Poison
Tombstone Wizard Electro Wizard
Lightning
Tombstone Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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.

Arrows Tombstone Rage 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Arrows Tombstone Fireball Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Rage Arrows Tombstone

Attack Synergies 3 4

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.

Skeletons
Arrows
Fireball P.E.K.K.A
Tombstone
Fireball
Arrows Electro Wizard
Wizard
Rage P.E.K.K.A
Rage
Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Fireball Rage

Defense Synergies 0 14

Skeletons
Tombstone Wizard P.E.K.K.A Electro Wizard
Arrows
Tombstone Fireball P.E.K.K.A
Tombstone
Skeletons Arrows Fireball Wizard Electro Wizard
Fireball
Arrows Tombstone Electro Wizard
Wizard
Skeletons Tombstone P.E.K.K.A Electro Wizard
Rage
P.E.K.K.A
Skeletons Arrows Wizard Electro Wizard
Electro Wizard
Skeletons Tombstone Fireball Wizard 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.

Tombstone Fireball Wizard Electro Wizard
P.E.K.K.A Skeletons Tombstone Electro Wizard
P.E.K.K.A Skeletons Tombstone Electro Wizard
P.E.K.K.A Skeletons Tombstone Electro Wizard
Arrows Tombstone Fireball P.E.K.K.A
Arrows Fireball Skeletons Electro Wizard
Electro Wizard Arrows Tombstone Fireball Wizard
Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Tombstone
Skeletons Electro Wizard
Electro Wizard Skeletons Arrows Tombstone Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Tombstone P.E.K.K.A Skeletons Fireball Wizard Electro Wizard
Fireball Wizard Arrows Tombstone P.E.K.K.A Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Wizard Skeletons Arrows Tombstone Fireball P.E.K.K.A Electro Wizard
Arrows Tombstone Fireball Wizard Electro Wizard
Arrows Wizard Tombstone Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Skeletons Tombstone Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Wizard
Tombstone P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Skeletons Tombstone
Arrows Fireball Wizard Skeletons Electro Wizard
P.E.K.K.A Skeletons Tombstone Fireball Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Tombstone Fireball
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Arrows Fireball Electro Wizard
P.E.K.K.A Skeletons Tombstone Fireball Wizard
Wizard Fireball
Tombstone Electro Wizard Skeletons Fireball P.E.K.K.A
Arrows Fireball Wizard P.E.K.K.A Electro Wizard
Arrows Tombstone Fireball 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.)

Fireball Arrows
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Electro Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Electro Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Electro Wizard Tombstone Fireball
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard

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