My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Firecracker Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Firecracker Elixir Golem Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Freeze

Punishments

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

Elixir Golem Mini P.E.K.K.A

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.

Elixir Golem Mini 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.

Firecracker Mini P.E.K.K.A 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
Elixir Golem Guards
Giant Snowball
Cannon Guards
Zap
Cannon Firecracker Guards
Barbarian Barrel
Cannon Firecracker Elixir Golem Guards Electro Wizard
The Log
Cannon Firecracker Elixir Golem Mini P.E.K.K.A Guards
Earthquake
Cannon Firecracker Elixir Golem Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Elixir Golem Mini P.E.K.K.A Guards Electro Wizard
Fireball
Cannon Firecracker Elixir Golem Electro Wizard
Poison
Cannon Firecracker Elixir Golem Guards Electro Wizard
Lightning
Cannon Mini P.E.K.K.A Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Freeze

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.

Elixir Golem Mini P.E.K.K.A Guards Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Cannon Firecracker Elixir Golem Guards Mini P.E.K.K.A Freeze Electro Wizard

Shortest cycle

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

11 Zap Cannon Firecracker Elixir Golem

Attack Synergies 3 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
Firecracker Electro Wizard Elixir Golem Mini P.E.K.K.A Guards Freeze
Cannon
Firecracker
Zap Elixir Golem Mini P.E.K.K.A
Elixir Golem
Firecracker Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Firecracker Elixir Golem Electro Wizard
Guards
Zap
Freeze
Zap
Electro Wizard
Zap Mini P.E.K.K.A

Defense Synergies 4 13

Zap
Cannon Mini P.E.K.K.A Electro Wizard Firecracker Guards
Cannon
Zap Firecracker Mini P.E.K.K.A Guards Electro Wizard
Firecracker
Zap Cannon Mini P.E.K.K.A Guards Electro Wizard
Elixir Golem
Mini P.E.K.K.A
Zap Electro Wizard Cannon Firecracker Guards Freeze
Guards
Zap Cannon Firecracker Mini P.E.K.K.A Electro Wizard
Freeze
Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Cannon Firecracker Guards Freeze

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 Cannon Firecracker Electro Wizard
Mini P.E.K.K.A Zap Cannon Firecracker Electro Wizard
Cannon Mini P.E.K.K.A Freeze Electro Wizard
Cannon Mini P.E.K.K.A Firecracker Guards Electro Wizard
Firecracker Mini P.E.K.K.A
Freeze Zap Cannon Firecracker Guards Electro Wizard
Electro Wizard Zap Cannon Firecracker Freeze
Zap Cannon Electro Wizard
Cannon Mini P.E.K.K.A
Guards Cannon Firecracker Mini P.E.K.K.A Electro Wizard
Guards Electro Wizard Zap Cannon Firecracker Freeze
Zap Firecracker Electro Wizard
Cannon Mini P.E.K.K.A Zap Guards Freeze Electro Wizard
Zap Cannon Firecracker Mini P.E.K.K.A Guards Freeze Electro Wizard
Mini P.E.K.K.A Cannon Electro Wizard
Zap Cannon Mini P.E.K.K.A Freeze Electro Wizard
Cannon Firecracker Mini P.E.K.K.A Electro Wizard
Cannon Zap Firecracker Guards Electro Wizard
Zap Freeze Cannon Firecracker Guards Electro Wizard
Mini P.E.K.K.A Cannon Electro Wizard
Cannon Firecracker Mini P.E.K.K.A Guards Electro Wizard
Cannon Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Electro Wizard
Electro Wizard Zap Firecracker Mini P.E.K.K.A
Guards Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Guards Zap Electro Wizard
Cannon Mini P.E.K.K.A Guards
Firecracker Zap Freeze Electro Wizard
Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A
Zap Freeze Electro Wizard Firecracker Mini P.E.K.K.A
Cannon Guards
Mini P.E.K.K.A Guards
Zap Guards Electro Wizard
Mini P.E.K.K.A Cannon Guards
Cannon Firecracker
Guards Electro Wizard Zap Firecracker Mini P.E.K.K.A Freeze
Zap Cannon Firecracker Mini P.E.K.K.A Freeze Electro Wizard
Zap Cannon 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.)

Firecracker Guards Freeze
Firecracker Zap Electro Wizard
Firecracker Guards Freeze
Zap Firecracker
Firecracker Zap Freeze
Firecracker
Zap Firecracker Freeze
Zap Firecracker
Mini P.E.K.K.A Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker Freeze
Zap Firecracker
Zap Firecracker
Firecracker
Freeze
Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Electro Wizard
Zap Firecracker
Zap
Zap Firecracker Freeze
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards Freeze
Mini P.E.K.K.A
Zap
Zap Firecracker Freeze Electro Wizard
Firecracker
Zap Electro Wizard Guards Freeze
Zap Firecracker Electro Wizard
Freeze
Firecracker Mini P.E.K.K.A Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Firecracker Guards Freeze Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Freeze Electro Wizard
Firecracker

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