My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard Electro 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 Ice Wizard Electro Wizard 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 Rage

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Ice Wizard Sparky

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.

Arrows Rage P.E.K.K.A Ice Wizard Sparky

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.

Wizard Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Arrows Ice Wizard Electro Wizard Wizard Sparky P.E.K.K.A

Shortest cycle

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

10 Zap Rage Arrows Ice Wizard

Attack Synergies 8 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.

Zap
Arrows P.E.K.K.A Electro Wizard Sparky Ice Wizard
Arrows
Zap P.E.K.K.A Sparky
Wizard
Rage P.E.K.K.A Sparky
Rage
Sparky Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Wizard Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Rage Sparky
Sparky
Zap Arrows Rage Wizard Electro Wizard

Defense Synergies 1 12

Zap
Electro Wizard Arrows P.E.K.K.A Ice Wizard Sparky
Arrows
Zap P.E.K.K.A Ice Wizard Sparky
Wizard
P.E.K.K.A Ice Wizard Electro Wizard
Rage
P.E.K.K.A
Zap Arrows Wizard Ice Wizard Electro Wizard
Ice Wizard
Zap Arrows Wizard P.E.K.K.A
Electro Wizard
Zap Wizard P.E.K.K.A
Sparky
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 Wizard Electro Wizard Sparky
P.E.K.K.A Sparky Zap Ice Wizard Electro Wizard
P.E.K.K.A Sparky Ice Wizard Electro Wizard
P.E.K.K.A Sparky Ice Wizard Electro Wizard
Arrows P.E.K.K.A Sparky
Arrows Zap Ice Wizard Electro Wizard
Electro Wizard Zap Arrows Wizard Ice Wizard
Zap Arrows P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky Ice Wizard
Ice Wizard Electro Wizard Sparky
Ice Wizard Electro Wizard Zap Arrows Wizard
Arrows Zap Wizard Ice Wizard Electro Wizard
P.E.K.K.A Sparky Zap Wizard Ice Wizard Electro Wizard
Wizard Sparky Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Zap P.E.K.K.A Electro Wizard Sparky
Wizard Sparky Arrows P.E.K.K.A Electro Wizard
Arrows Zap Wizard Ice Wizard Electro Wizard
Zap Arrows Wizard Ice Wizard Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Wizard Arrows P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Zap P.E.K.K.A Electro Wizard Sparky
Electro Wizard Zap Arrows Wizard
P.E.K.K.A Zap Electro Wizard Sparky
P.E.K.K.A Zap Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows Wizard Zap Ice Wizard Electro Wizard
P.E.K.K.A Sparky Ice Wizard Electro Wizard
P.E.K.K.A Sparky
Zap P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky
P.E.K.K.A Sparky
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Wizard Sparky
Wizard Sparky
Electro Wizard Sparky Zap P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A Ice Wizard Electro Wizard Sparky
Zap Arrows Ice Wizard 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 Sparky
Arrows Zap Ice Wizard Electro Wizard
Arrows Sparky
Arrows Sparky
Wizard Zap Arrows Sparky
Arrows Wizard Zap Ice Wizard
Arrows Wizard Sparky
Arrows Zap Wizard Ice Wizard
Arrows Zap Wizard
Electro Wizard Sparky
Zap Arrows Wizard Electro Wizard Sparky
Zap Arrows Wizard
Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Sparky
Zap Arrows Wizard Electro Wizard Sparky
Zap Arrows Wizard
Sparky
Arrows Wizard
Sparky
Zap Arrows
Zap Arrows Wizard Ice Wizard Sparky
Arrows Zap Wizard Ice Wizard Electro Wizard Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
Zap Arrows Wizard Ice Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard
Sparky
Zap Arrows Wizard Sparky
Zap Arrows Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows Wizard Sparky
Zap Electro Wizard
Zap Arrows Wizard Ice Wizard Electro Wizard
Arrows
Wizard Electro Wizard Sparky
Arrows Zap Wizard
Zap Arrows Sparky
P.E.K.K.A Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Wizard Sparky
P.E.K.K.A Sparky
Wizard Sparky

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