My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard Phoenix

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.

Skeletons P.E.K.K.A Electro Wizard Phoenix

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.

Zap Arrows The Log

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 P.E.K.K.A Phoenix

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows 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 Arrows 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.

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 Electro Spirit Zap The Log Arrows Electro Wizard Phoenix P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Zap The Log

Attack Synergies 5 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.

Skeletons
Electro Spirit
Zap P.E.K.K.A Phoenix
Zap
Arrows P.E.K.K.A Electro Wizard Electro Spirit The Log Phoenix
Arrows
Zap P.E.K.K.A Phoenix
P.E.K.K.A
Zap Arrows Electro Wizard Electro Spirit The Log
The Log
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A
Phoenix
Electro Spirit Zap Arrows

Defense Synergies 2 18

Skeletons
Electro Spirit Zap P.E.K.K.A The Log Electro Wizard Phoenix
Electro Spirit
Skeletons Zap The Log Electro Wizard Phoenix
Zap
Electro Wizard Skeletons Electro Spirit Arrows P.E.K.K.A The Log Phoenix
Arrows
Zap P.E.K.K.A Phoenix
P.E.K.K.A
The Log Skeletons Zap Arrows Electro Wizard
The Log
P.E.K.K.A Skeletons Electro Spirit Zap Electro Wizard
Electro Wizard
Zap Skeletons Electro Spirit P.E.K.K.A The Log
Phoenix
Skeletons Electro Spirit Zap Arrows

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 The Log Electro Wizard
P.E.K.K.A Skeletons Zap The Log Electro Wizard Phoenix
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Phoenix
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Electro Spirit Zap Electro Wizard
Electro Wizard Electro Spirit Zap Arrows Phoenix
Electro Spirit Zap Arrows P.E.K.K.A The Log Electro Wizard Phoenix
P.E.K.K.A Skeletons Phoenix
Skeletons Electro Wizard Phoenix
Electro Wizard Skeletons Electro Spirit Zap Arrows The Log
Arrows Zap Electro Wizard Phoenix
P.E.K.K.A Skeletons Zap The Log Electro Wizard
Electro Spirit Zap Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Phoenix
Zap P.E.K.K.A The Log Electro Wizard
Skeletons Arrows P.E.K.K.A Electro Wizard
Arrows Electro Spirit Zap The Log Electro Wizard
Zap Arrows The Log Electro Spirit Electro Wizard
P.E.K.K.A Electro Wizard Phoenix
Electro Spirit Arrows P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows The Log Phoenix
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard Phoenix
P.E.K.K.A Skeletons Phoenix
Arrows Skeletons Electro Spirit Zap Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Phoenix
P.E.K.K.A Phoenix
Zap P.E.K.K.A Electro Wizard Skeletons Electro Spirit The Log Phoenix
P.E.K.K.A Skeletons Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Zap Arrows The Log Electro Wizard Phoenix
P.E.K.K.A Skeletons
Electro Wizard Phoenix Skeletons Electro Spirit Zap P.E.K.K.A The Log
Arrows Electro Spirit Zap P.E.K.K.A The Log Electro Wizard Phoenix
Arrows

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.)

Arrows The Log
Arrows Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Zap Arrows The Log
Arrows Electro Spirit Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap
Electro Wizard
Zap Arrows The Log Electro Wizard
Zap Arrows
The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log
Arrows The Log
Arrows
Zap Arrows The Log Electro Wizard
Zap Arrows The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Electro Spirit
Arrows The Log Zap Electro Wizard
Zap Arrows The Log
Zap Arrows The Log
Zap Arrows Electro Wizard
Zap Electro Wizard Electro Spirit
Zap Arrows The Log
Zap Electro Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Zap Electro Wizard Electro Spirit
Zap Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log Zap
Zap Arrows
P.E.K.K.A
Zap Electro Spirit The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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