My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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

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 Tornado Freeze

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Freeze

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 Tornado Freeze P.E.K.K.A

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 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

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.

Mirror Zap Skeleton Army Tornado Freeze Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

8 Mirror Zap Skeleton Army Tornado

Attack Synergies 6 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
Elite Barbarians Mirror Tornado P.E.K.K.A Freeze
Elite Barbarians
Zap Wizard
Wizard
Tornado Elite Barbarians P.E.K.K.A
Mirror
Zap Skeleton Army Tornado Freeze
Skeleton Army
Mirror
Tornado
Zap Wizard P.E.K.K.A Mirror Freeze
Freeze
Zap Mirror Tornado
P.E.K.K.A
Zap Tornado Wizard

Defense Synergies 5 9

Zap
Mirror Elite Barbarians Skeleton Army Tornado P.E.K.K.A
Elite Barbarians
Zap Wizard
Wizard
Tornado Elite Barbarians Skeleton Army Freeze P.E.K.K.A
Mirror
Zap Skeleton Army Tornado
Skeleton Army
Mirror Zap Wizard Freeze
Tornado
Wizard Mirror P.E.K.K.A Zap
Freeze
Wizard Skeleton Army
P.E.K.K.A
Tornado Zap 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
Elite Barbarians Skeleton Army P.E.K.K.A Zap
Skeleton Army Tornado P.E.K.K.A Elite Barbarians Freeze
Elite Barbarians Skeleton Army P.E.K.K.A
Elite Barbarians Skeleton Army Tornado P.E.K.K.A
Skeleton Army Tornado Freeze Zap
Tornado Zap Wizard Freeze
Zap P.E.K.K.A
P.E.K.K.A Elite Barbarians Skeleton Army Tornado
Elite Barbarians Skeleton Army Tornado
Skeleton Army Zap Wizard Tornado Freeze
Zap Wizard Tornado
Skeleton Army P.E.K.K.A Zap Elite Barbarians Wizard Freeze
Wizard Skeleton Army Zap Tornado Freeze P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Tornado Zap Elite Barbarians Freeze P.E.K.K.A
Wizard Elite Barbarians Skeleton Army Tornado P.E.K.K.A
Zap Elite Barbarians Wizard Skeleton Army Tornado
Zap Wizard Tornado Freeze
P.E.K.K.A Elite Barbarians Tornado
Wizard Skeleton Army Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Wizard
Skeleton Army P.E.K.K.A Zap Elite Barbarians
Skeleton Army P.E.K.K.A Zap Elite Barbarians Tornado
P.E.K.K.A Elite Barbarians Skeleton Army
Wizard Zap Tornado Freeze
Skeleton Army P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
Zap Freeze P.E.K.K.A Elite Barbarians Skeleton Army Tornado
P.E.K.K.A Skeleton Army
P.E.K.K.A Elite Barbarians
Skeleton Army P.E.K.K.A Zap Elite Barbarians Tornado
Elite Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Zap Tornado Freeze P.E.K.K.A
Zap Elite Barbarians Wizard Freeze P.E.K.K.A
Zap

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.)

Freeze
Zap Tornado
Freeze
Wizard Zap
Wizard Zap Tornado Freeze
Wizard Tornado
Zap Wizard Tornado Freeze
Zap Wizard Tornado
Elite Barbarians Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Elite Barbarians
Freeze
Zap Elite Barbarians
Zap Wizard
Wizard
Tornado Freeze
Zap Wizard
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Freeze Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Elite Barbarians Zap Wizard Tornado
Zap Wizard Freeze
Elite Barbarians
Zap Wizard
Zap Freeze
P.E.K.K.A
Wizard
Zap Skeleton Army Freeze
Zap Wizard Tornado
Freeze
Wizard
Zap Wizard
Zap Tornado
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Tornado Freeze
Zap Tornado
Zap Tornado Freeze
P.E.K.K.A
Wizard

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