My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Void Little Prince Golden Knight Mighty Miner Archer Queen Monk

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Phoenix

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.

Skeletons Battle Ram Bandit Electro Wizard Phoenix Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Mini P.E.K.K.A Battle Ram Bandit Mega Knight

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.

Mini P.E.K.K.A Battle Ram Bandit Phoenix Mega Knight

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.

Mini P.E.K.K.A Bandit 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
Skeletons Battle Ram Bandit Phoenix
Giant Snowball
Skeletons Battle Ram
Zap
Skeletons Battle Ram Bandit
Barbarian Barrel
Skeletons Battle Ram Bandit Electro Wizard
The Log
Skeletons Mini P.E.K.K.A Battle Ram Bandit
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Mini P.E.K.K.A Battle Ram Bandit Electro Wizard
Fireball
Battle Ram Bandit Electro Wizard
Poison
Electro Wizard Phoenix
Lightning
Mini P.E.K.K.A Battle Ram Bandit Electro Wizard Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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.

Mini P.E.K.K.A Battle Ram Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Bandit Mini P.E.K.K.A Battle Ram Electro Wizard Phoenix Mega Knight

Shortest cycle

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

10 Skeletons The Log Bandit Mini P.E.K.K.A

Attack Synergies 2 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.

Skeletons
Mini P.E.K.K.A
The Log Electro Wizard Mega Knight
Battle Ram
The Log Bandit Electro Wizard
The Log
Battle Ram Mini P.E.K.K.A Bandit Mega Knight
Bandit
Battle Ram The Log Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Battle Ram Bandit Mega Knight
Phoenix
Mega Knight
Mini P.E.K.K.A The Log Bandit Electro Wizard

Defense Synergies 2 11

Skeletons
Mini P.E.K.K.A The Log Bandit Electro Wizard Phoenix
Mini P.E.K.K.A
The Log Electro Wizard Skeletons
Battle Ram
The Log
Mini P.E.K.K.A Skeletons Bandit Electro Wizard Mega Knight
Bandit
Skeletons The Log Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Skeletons The Log Bandit Mega Knight
Phoenix
Skeletons
Mega Knight
The Log Bandit 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.

The Log Electro Wizard
Mini P.E.K.K.A Skeletons The Log Bandit Electro Wizard Phoenix Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bandit Electro Wizard
Mini P.E.K.K.A Skeletons Bandit Electro Wizard Phoenix Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Skeletons Bandit Electro Wizard Mega Knight
Electro Wizard Phoenix
The Log Bandit Electro Wizard Phoenix Mega Knight
Mini P.E.K.K.A Skeletons Phoenix
Skeletons Mini P.E.K.K.A Bandit Electro Wizard Phoenix Mega Knight
Electro Wizard Skeletons The Log Bandit Mega Knight
Electro Wizard Phoenix
Mini P.E.K.K.A Mega Knight Skeletons The Log Bandit Electro Wizard
Mega Knight Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Bandit Electro Wizard Phoenix Mega Knight
Mini P.E.K.K.A The Log Bandit Electro Wizard Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A Electro Wizard
Mega Knight The Log Bandit Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard Phoenix
Mega Knight Mini P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Bandit Electro Wizard
Bandit Electro Wizard Mini P.E.K.K.A The Log Phoenix Mega Knight
Bandit Mega Knight Skeletons Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Mega Knight The Log Bandit Electro Wizard Phoenix
Skeletons Mini P.E.K.K.A Bandit Phoenix Mega Knight
Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Bandit Electro Wizard Phoenix
Mini P.E.K.K.A Mega Knight Phoenix
Electro Wizard Mega Knight Skeletons Mini P.E.K.K.A The Log Bandit Phoenix
Skeletons Phoenix
Mega Knight Mini P.E.K.K.A Phoenix
Mega Knight The Log Electro Wizard Phoenix
Mini P.E.K.K.A Mega Knight Skeletons Bandit
Mega Knight
Electro Wizard Phoenix Skeletons Mini P.E.K.K.A The Log
Mega Knight Mini P.E.K.K.A The Log Electro Wizard Phoenix

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 Bandit
The Log Bandit Electro Wizard
The Log Bandit
The Log
The Log Mega Knight
The Log
The Log
The Log Bandit
Mini P.E.K.K.A Electro Wizard
The Log Bandit Electro Wizard
The Log Bandit
Bandit
The Log
The Log Bandit
The Log Bandit Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A The Log Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log Bandit Electro Wizard
The Log Bandit Mega Knight
The Log Bandit
Electro Wizard
Electro Wizard
Mini P.E.K.K.A
The Log Bandit Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bandit
Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Bandit Electro Wizard Mega Knight

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