My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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 Rage Tornado Freeze The Log

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

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

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.

Rage Tornado Freeze 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.

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.

Mirror Zap Rage The Log Tornado Freeze Wizard P.E.K.K.A

Shortest cycle

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

6 Mirror Zap Rage The Log

Attack Synergies 6 9

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
Mirror Tornado P.E.K.K.A Freeze The Log
Wizard
Tornado Rage P.E.K.K.A
Mirror
Zap The Log Tornado Freeze
Rage
Wizard
Tornado
Zap Wizard P.E.K.K.A Mirror Freeze The Log
Freeze
Zap Mirror Tornado
P.E.K.K.A
Zap Tornado Wizard The Log
The Log
Mirror Zap Tornado P.E.K.K.A

Defense Synergies 5 8

Zap
Mirror Tornado P.E.K.K.A The Log
Wizard
Tornado Freeze P.E.K.K.A The Log
Mirror
Zap Tornado The Log
Rage
Tornado
Wizard Mirror P.E.K.K.A Zap The Log
Freeze
Wizard
P.E.K.K.A
Tornado The Log Zap Wizard
The Log
P.E.K.K.A Zap Wizard Mirror Tornado

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 The Log
P.E.K.K.A Zap The Log
Tornado P.E.K.K.A Freeze
P.E.K.K.A
Tornado P.E.K.K.A The Log
Tornado Freeze The Log Zap
Tornado Zap Wizard Freeze
Zap P.E.K.K.A The Log
P.E.K.K.A Tornado
Tornado
Zap Wizard Tornado Freeze The Log
Zap Wizard Tornado
P.E.K.K.A Zap Wizard Freeze The Log
Wizard Zap Tornado Freeze P.E.K.K.A The Log
P.E.K.K.A
Tornado Zap Freeze P.E.K.K.A The Log
Wizard Tornado P.E.K.K.A
Zap Wizard Tornado The Log
Zap Wizard Tornado Freeze The Log
P.E.K.K.A Tornado
Wizard P.E.K.K.A The Log

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap Wizard The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Zap Tornado The Log
P.E.K.K.A
Wizard Zap Tornado Freeze
P.E.K.K.A
P.E.K.K.A
Zap Freeze P.E.K.K.A Tornado The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Wizard
Wizard
Zap Tornado Freeze P.E.K.K.A The Log
Zap Wizard Freeze P.E.K.K.A The Log

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 The Log
Zap Tornado The Log
The Log
Freeze The Log
Wizard Zap The Log
Wizard Zap Tornado Freeze
Wizard Tornado The Log
The Log Zap Wizard Tornado Freeze
The Log Zap Wizard Tornado
Tornado
Zap Wizard Tornado The Log
Zap Wizard Tornado
The Log
Freeze
Zap The Log
Zap Wizard The Log
Wizard The Log
Tornado Freeze
Zap Wizard The Log
Zap Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
Zap The Log
Zap Tornado Freeze The Log Wizard
The Log Zap Wizard Tornado
Zap Wizard Tornado The Log
Zap Tornado The Log
Zap Wizard Tornado
Zap Wizard Freeze
Zap Wizard The Log
Zap Freeze
P.E.K.K.A
Wizard The Log
Zap Freeze
Zap Wizard Tornado
Freeze
The Log
Wizard
The Log Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Tornado Freeze The Log
Zap Tornado
Zap Tornado Freeze The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: