My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla 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 The Log

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 Heal Spirit 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
Tesla Elite Barbarians Heal Spirit Wizard Skeleton Army
The Log
Elite Barbarians Heal Spirit Skeleton Army
Earthquake
Tesla Skeleton Army
Arrows
Heal Spirit Skeleton Army
Royal Delivery
Elite Barbarians Heal Spirit Wizard Skeleton Army P.E.K.K.A
Fireball
Tesla Elite Barbarians Wizard Skeleton Army
Poison
Wizard Skeleton Army
Lightning
Tesla Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Heal Spirit Skeleton Army 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.

Heal Spirit 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.

Heal Spirit Zap The Log Skeleton Army Tesla Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Zap The Log Skeleton Army

Attack Synergies 3 8

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 P.E.K.K.A Heal Spirit The Log
Tesla
Elite Barbarians
Zap Heal Spirit Wizard The Log
Heal Spirit
Elite Barbarians Zap Wizard P.E.K.K.A
Wizard
Elite Barbarians Heal Spirit P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Heal Spirit Wizard The Log
The Log
Zap Elite Barbarians P.E.K.K.A

Defense Synergies 2 13

Zap
Tesla Elite Barbarians Skeleton Army P.E.K.K.A The Log
Tesla
The Log Zap Wizard Skeleton Army
Elite Barbarians
Zap Wizard The Log
Heal Spirit
Wizard
Tesla Elite Barbarians Skeleton Army P.E.K.K.A The Log
Skeleton Army
Zap Tesla Wizard The Log
P.E.K.K.A
The Log Zap Wizard
The Log
Tesla P.E.K.K.A Zap Elite Barbarians Wizard Skeleton Army

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 Tesla Wizard The Log
Elite Barbarians Skeleton Army P.E.K.K.A Zap Tesla The Log
Tesla Skeleton Army P.E.K.K.A Elite Barbarians
Tesla Elite Barbarians Skeleton Army P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zap Tesla
Tesla Zap Wizard
Zap Tesla P.E.K.K.A The Log
Tesla P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Tesla
Skeleton Army Zap Tesla Wizard The Log
Tesla Zap Wizard
Tesla Skeleton Army P.E.K.K.A Zap Elite Barbarians Wizard The Log
Wizard Skeleton Army Zap Tesla P.E.K.K.A The Log
Elite Barbarians Skeleton Army P.E.K.K.A Tesla
Skeleton Army Zap Tesla Elite Barbarians P.E.K.K.A The Log
Tesla Wizard Elite Barbarians Skeleton Army P.E.K.K.A
Tesla Zap Elite Barbarians Wizard Skeleton Army The Log
Zap Wizard The Log Tesla
P.E.K.K.A Tesla Elite Barbarians
Wizard Skeleton Army Tesla Elite Barbarians 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.

Skeleton Army Zap Tesla Elite Barbarians P.E.K.K.A
Zap Tesla Elite Barbarians Wizard The Log
Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log
Skeleton Army P.E.K.K.A Zap Tesla Elite Barbarians The Log
P.E.K.K.A Tesla Elite Barbarians Skeleton Army
Wizard Zap Tesla
Skeleton Army P.E.K.K.A Tesla Elite Barbarians
P.E.K.K.A Tesla Elite Barbarians Skeleton Army
Zap P.E.K.K.A Elite Barbarians Skeleton Army The Log
P.E.K.K.A Tesla Skeleton Army
P.E.K.K.A Tesla Elite Barbarians
Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log
Elite Barbarians Skeleton Army P.E.K.K.A Tesla Wizard
Wizard Tesla Skeleton Army
Tesla Elite Barbarians Skeleton Army Zap P.E.K.K.A The Log
Zap Tesla Elite Barbarians Wizard P.E.K.K.A The Log
Zap
Tesla P.E.K.K.A
P.E.K.K.A Tesla Elite Barbarians Skeleton Army

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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Elite Barbarians
Zap Wizard The Log
Zap Wizard
Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Zap Wizard
Zap Wizard
Elite Barbarians
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Skeleton Army
Zap Wizard
The Log
Wizard
The Log Zap Wizard
Zap
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians The Log
Zap
Zap The Log
P.E.K.K.A
Wizard

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