My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon 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.

Rune Giant Electro Dragon P.E.K.K.A Bandit Electro Wizard Phoenix

Offensive cards

Win conditions

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

Rune Giant

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.

Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon

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 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Bandit Rune Giant Electro Wizard Phoenix Electro Dragon P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Bandit Rune Giant

Attack Synergies 5 8

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 P.E.K.K.A Electro Wizard Electro Dragon Bandit Phoenix
Arrows
Zap P.E.K.K.A Bandit Phoenix
Rune Giant
Electro Wizard
Electro Dragon
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Electro Dragon
Bandit
Zap Arrows Electro Wizard
Electro Wizard
Zap P.E.K.K.A Rune Giant Bandit
Phoenix
Zap Arrows

Defense Synergies 1 11

Zap
Electro Wizard Arrows Electro Dragon P.E.K.K.A Bandit Phoenix
Arrows
Zap P.E.K.K.A Bandit Phoenix
Rune Giant
Electro Dragon
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Electro Wizard
Electro Wizard
Zap Electro Dragon P.E.K.K.A Bandit
Phoenix
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 Electro Dragon Electro Wizard
P.E.K.K.A Zap Electro Dragon Bandit Electro Wizard Phoenix
P.E.K.K.A Electro Dragon Bandit Electro Wizard
P.E.K.K.A Electro Dragon Bandit Electro Wizard Phoenix
Arrows P.E.K.K.A
Arrows Zap Electro Dragon Bandit Electro Wizard
Electro Wizard Zap Arrows Electro Dragon Phoenix
Zap Arrows Electro Dragon P.E.K.K.A Bandit Electro Wizard Phoenix
P.E.K.K.A Phoenix
Bandit Electro Wizard Phoenix
Electro Wizard Zap Arrows Electro Dragon Bandit
Arrows Zap Electro Dragon Electro Wizard Phoenix
P.E.K.K.A Zap Electro Dragon Bandit Electro Wizard
Zap Arrows Electro Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard Phoenix
Zap P.E.K.K.A Bandit Electro Wizard
Arrows Electro Dragon P.E.K.K.A Electro Wizard
Arrows Zap Electro Dragon Bandit Electro Wizard
Zap Arrows Electro Dragon Bandit Electro Wizard
P.E.K.K.A Electro Wizard Phoenix
Arrows Electro Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Electro Dragon Phoenix
P.E.K.K.A Bandit Zap Electro Dragon Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard Phoenix
P.E.K.K.A Bandit Phoenix
Arrows Zap Electro Dragon Electro Wizard
P.E.K.K.A Bandit Electro Wizard Phoenix
P.E.K.K.A Phoenix
Zap Electro Dragon P.E.K.K.A Electro Wizard Bandit Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Electro Dragon Phoenix
P.E.K.K.A Zap Arrows Electro Wizard Phoenix
P.E.K.K.A Bandit
Electro Dragon
Electro Dragon Electro Wizard Phoenix Zap P.E.K.K.A
Arrows Zap Electro Dragon P.E.K.K.A Electro Wizard Phoenix
Zap Arrows 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.)

Arrows Electro Dragon Bandit
Arrows Zap Electro Dragon Bandit Electro Wizard
Arrows Electro Dragon Bandit
Arrows
Zap Arrows
Arrows Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon Bandit
Electro Dragon Electro Wizard
Zap Arrows Electro Dragon Bandit Electro Wizard
Zap Arrows Electro Dragon
Bandit
Arrows Electro Dragon Bandit
Zap Arrows
Zap Arrows Electro Dragon Bandit
Arrows Electro Dragon Bandit
Arrows
Zap Arrows Electro Dragon Bandit Electro Wizard
Zap Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Zap Electro Dragon Bandit Electro Wizard
Zap Arrows Electro Dragon Bandit
Zap Arrows Bandit
Zap Arrows Electro Dragon Electro Wizard
Zap Electro Dragon Electro Wizard
Zap Arrows Electro Dragon Bandit
Zap Arrows Electro Dragon Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Electro Dragon Bandit
Zap Arrows Electro Dragon Electro Wizard
Arrows
Electro Dragon Electro Wizard
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon P.E.K.K.A
Zap Electro Dragon Electro Wizard
Zap Electro Dragon Electro Wizard
Electro Dragon Zap Bandit Electro Wizard
P.E.K.K.A
Electro Dragon

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