My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Missing

Investments

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

Wizard P.E.K.K.A Sparky

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

Punishments

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

Elite Barbarians

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.

Elite Barbarians 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.

Elite Barbarians

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 Elite Barbarians Guards Sparky
Giant Snowball
Minions Guards
Zap
Minions Guards Sparky
Barbarian Barrel
Elite Barbarians Wizard Guards Sparky
The Log
Elite Barbarians Guards Sparky
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Elite Barbarians Wizard Guards P.E.K.K.A Sparky
Fireball
Minions Elite Barbarians Wizard Sparky
Poison
Minions Wizard Guards Sparky
Lightning
Elite Barbarians Wizard Sparky
Rocket
Elite Barbarians Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Sparky

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 Guards P.E.K.K.A Sparky

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.

Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Guards Wizard Elite Barbarians Sparky P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Minions Guards

Attack Synergies 7 9

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.

Zap
Arrows Elite Barbarians P.E.K.K.A Sparky Minions Guards
Arrows
Zap Elite Barbarians P.E.K.K.A Sparky
Minions
Zap Elite Barbarians P.E.K.K.A Sparky
Elite Barbarians
Zap Arrows Minions Wizard Sparky
Wizard
Elite Barbarians P.E.K.K.A Sparky
Guards
Zap
P.E.K.K.A
Zap Arrows Minions Wizard
Sparky
Zap Arrows Minions Elite Barbarians Wizard

Defense Synergies 0 13

Zap
Arrows Minions Elite Barbarians Guards P.E.K.K.A Sparky
Arrows
Zap P.E.K.K.A Sparky
Minions
Zap P.E.K.K.A
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians Guards P.E.K.K.A
Guards
Zap Wizard Sparky
P.E.K.K.A
Zap Arrows Minions Wizard
Sparky
Zap Arrows Guards

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 Wizard Sparky
Elite Barbarians P.E.K.K.A Sparky Zap Minions
P.E.K.K.A Sparky Minions Elite Barbarians
Elite Barbarians P.E.K.K.A Sparky Minions Guards
Arrows Elite Barbarians P.E.K.K.A Sparky
Arrows Zap Minions Guards
Minions Zap Arrows Wizard
Zap Arrows P.E.K.K.A Sparky
P.E.K.K.A Sparky Minions Elite Barbarians
Elite Barbarians Guards Sparky
Minions Guards Zap Arrows Wizard
Arrows Minions Zap Wizard
P.E.K.K.A Sparky Zap Minions Elite Barbarians Wizard Guards
Wizard Sparky Zap Arrows Minions Guards P.E.K.K.A
Elite Barbarians P.E.K.K.A Sparky
Zap Elite Barbarians P.E.K.K.A Sparky
Wizard Sparky Arrows Minions Elite Barbarians P.E.K.K.A
Arrows Zap Minions Elite Barbarians Wizard Guards
Zap Arrows Wizard Minions Guards
P.E.K.K.A Sparky Elite Barbarians
Wizard Arrows Minions Elite Barbarians Guards P.E.K.K.A Sparky
P.E.K.K.A Elite Barbarians Guards Sparky

Counters to secondary win conditions

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

Guards Zap Elite Barbarians P.E.K.K.A Sparky
Zap Arrows Elite Barbarians Wizard
Guards P.E.K.K.A Zap Minions Elite Barbarians Sparky
Guards P.E.K.K.A Zap Elite Barbarians Sparky
P.E.K.K.A Elite Barbarians Guards Sparky
Arrows Wizard Zap Minions
Guards P.E.K.K.A Sparky Minions Elite Barbarians
P.E.K.K.A Elite Barbarians Sparky
Zap P.E.K.K.A Minions Elite Barbarians Sparky
P.E.K.K.A Guards Sparky
P.E.K.K.A Minions Elite Barbarians Guards Sparky
P.E.K.K.A Zap Arrows Elite Barbarians Guards
Elite Barbarians P.E.K.K.A Wizard Guards Sparky
Wizard Sparky
Elite Barbarians Guards Sparky Zap Minions P.E.K.K.A
Arrows Minions Zap Elite Barbarians Wizard P.E.K.K.A Sparky
Zap 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 Guards Sparky
Arrows Zap
Arrows Sparky
Arrows Guards Sparky
Wizard Zap Arrows Sparky
Arrows Wizard Zap Minions
Arrows Wizard Sparky
Arrows Zap Wizard
Arrows Zap Wizard
Minions Elite Barbarians Guards Sparky
Zap Arrows Wizard Sparky
Zap Arrows Wizard
Elite Barbarians Sparky
Arrows Minions
Zap Arrows Elite Barbarians Sparky
Zap Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Minions Sparky
Zap Arrows Wizard Sparky
Zap Arrows Wizard
Minions Sparky
Arrows Wizard
Sparky
Zap Arrows
Zap Arrows Wizard Sparky
Arrows Zap Wizard Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
Elite Barbarians Zap Arrows Wizard Sparky
Zap Minions Wizard Guards
Elite Barbarians Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
P.E.K.K.A Sparky
Arrows Wizard Sparky
Zap Minions Guards
Zap Arrows Wizard
Arrows
Wizard Sparky
Arrows Zap Wizard
Zap Arrows Sparky
Elite Barbarians P.E.K.K.A Sparky
Zap Minions Elite Barbarians Guards Sparky
Zap
Zap Sparky
P.E.K.K.A Sparky
Wizard Sparky

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