My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard Inferno Dragon

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.

Royal Giant Wizard P.E.K.K.A Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Poison

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant 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
Royal Giant Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Royal Giant Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Electro Wizard
The Log
Royal Giant Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Wizard Skeleton Army Electro Wizard Inferno Dragon
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Poison

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.

Skeleton Army Poison P.E.K.K.A Inferno Dragon

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.

Royal Giant Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Poison Electro Wizard Inferno Dragon Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

13 Zap Skeleton Army Poison Electro Wizard

Attack Synergies 5 5

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
P.E.K.K.A Electro Wizard Royal Giant Poison
Royal Giant
Poison Zap Wizard Electro Wizard
Wizard
Royal Giant P.E.K.K.A
Skeleton Army
Poison
Royal Giant P.E.K.K.A Zap
P.E.K.K.A
Zap Poison Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Royal Giant
Inferno Dragon

Defense Synergies 1 12

Zap
Electro Wizard Skeleton Army Poison P.E.K.K.A Inferno Dragon
Royal Giant
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard Inferno Dragon
Poison
Zap Electro Wizard
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Wizard Skeleton Army Poison P.E.K.K.A Inferno Dragon
Inferno Dragon
Zap Skeleton Army Electro Wizard

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
Skeleton Army P.E.K.K.A Inferno Dragon Zap Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Electro Wizard
Skeleton Army Poison P.E.K.K.A
Skeleton Army Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Wizard Poison
Zap Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Poison Electro Wizard Zap Wizard
Inferno Dragon Zap Wizard Poison Electro Wizard
Skeleton Army P.E.K.K.A Zap Wizard Electro Wizard
Wizard Skeleton Army Zap Poison P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Electro Wizard
Skeleton Army Zap P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Skeleton Army Poison P.E.K.K.A Electro Wizard
Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Poison Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Skeleton Army Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Wizard Inferno Dragon
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
Wizard Poison Zap Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Electro Wizard Skeleton Army Poison Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Zap Poison Electro Wizard
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap Poison P.E.K.K.A Inferno Dragon
Poison Zap Wizard P.E.K.K.A Electro Wizard Inferno Dragon
Zap 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.)

Poison
Poison Zap Electro Wizard
Poison
Poison
Wizard Poison Zap
Wizard Poison Zap
Wizard Poison
Poison Zap Wizard
Poison Zap Wizard
Poison Electro Wizard
Poison Zap Wizard Electro Wizard
Poison Zap Wizard
Poison
Poison
Zap Poison
Zap Wizard Poison
Wizard Poison
Poison
Zap Wizard Poison Electro Wizard
Zap Wizard Poison
Poison
Wizard Poison
Zap Poison
Zap Poison Wizard
Inferno Dragon
Poison Zap Wizard Electro Wizard
Zap Wizard Poison
Poison Zap
Poison Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Poison
Poison Zap Wizard
Zap Poison Electro Wizard
P.E.K.K.A
Wizard Poison
Zap Electro Wizard Skeleton Army
Poison Zap Wizard Electro Wizard
Poison Wizard Electro Wizard
Zap Wizard Poison
Zap Poison
P.E.K.K.A
Zap Poison Electro Wizard
Zap Poison Electro Wizard
Poison Zap Electro Wizard
P.E.K.K.A Inferno Dragon
Wizard
Poison

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