My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Electro 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.

Archers P.E.K.K.A Bandit Electro Wizard

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 Lightning The Log

Punishments

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

Bandit

Pump responses

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

Lightning

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 Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

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.

Minions 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.

Zap The Log Archers Minions Bandit Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

10 Zap The Log Archers Minions

Attack Synergies 3 11

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 Archers Minions The Log Bandit
Archers
Zap P.E.K.K.A Bandit
Minions
Zap P.E.K.K.A Bandit
Lightning
P.E.K.K.A
Zap Electro Wizard Archers Minions The Log
The Log
Zap P.E.K.K.A Bandit
Bandit
Zap Archers Minions The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 2 19

Zap
Electro Wizard Archers Minions P.E.K.K.A The Log Bandit
Archers
Zap Minions P.E.K.K.A The Log Bandit Electro Wizard
Minions
Zap Archers P.E.K.K.A The Log Bandit Electro Wizard
Lightning
The Log
P.E.K.K.A
The Log Zap Archers Minions Electro Wizard
The Log
P.E.K.K.A Zap Archers Minions Lightning Bandit Electro Wizard
Bandit
Zap Archers Minions The Log Electro Wizard
Electro Wizard
Zap Archers Minions P.E.K.K.A The Log Bandit

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.

Lightning Zap Minions The Log Electro Wizard
P.E.K.K.A Zap Minions The Log Bandit Electro Wizard
P.E.K.K.A Archers Minions Lightning Bandit Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
Lightning P.E.K.K.A The Log
The Log Zap Archers Minions Bandit Electro Wizard
Minions Lightning Electro Wizard Zap Archers
Lightning Zap P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Minions
Archers Bandit Electro Wizard
Archers Minions Electro Wizard Zap The Log Bandit
Minions Zap Archers Electro Wizard
P.E.K.K.A Zap Minions Lightning The Log Bandit Electro Wizard
Zap Minions P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap Lightning P.E.K.K.A The Log Bandit Electro Wizard
Minions P.E.K.K.A Electro Wizard
Zap Archers Minions The Log Bandit Electro Wizard
Zap The Log Archers Minions Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Archers Minions 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.

Zap Archers P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Lightning The Log
P.E.K.K.A Bandit Zap Minions Lightning The Log Electro Wizard
Lightning P.E.K.K.A Zap The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Zap Archers Minions Electro Wizard
P.E.K.K.A Archers Minions Lightning Bandit Electro Wizard
P.E.K.K.A
Zap Lightning P.E.K.K.A Electro Wizard Minions The Log Bandit
P.E.K.K.A
P.E.K.K.A Minions
Lightning P.E.K.K.A Zap The Log Electro Wizard
Lightning P.E.K.K.A Bandit
Archers
Electro Wizard Zap Archers Minions Lightning P.E.K.K.A The Log
Minions Zap Archers P.E.K.K.A The Log 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.)

Lightning The Log Bandit
Zap The Log Bandit Electro Wizard
Lightning The Log Bandit
Lightning The Log
Zap The Log
Zap Minions
Archers The Log
The Log Zap Lightning
The Log Zap Lightning Bandit
Lightning Minions Electro Wizard
Lightning Zap The Log Bandit Electro Wizard
Lightning Zap Archers
Lightning The Log Bandit
Lightning Minions Bandit
Lightning Zap The Log
Lightning Zap The Log Bandit
Lightning The Log Bandit
Lightning
Minions Lightning
Lightning Zap Archers The Log Bandit Electro Wizard
Lightning Zap The Log
Lightning Minions The Log
Lightning
Lightning The Log
Lightning Zap The Log
Zap The Log
The Log Zap Lightning Bandit Electro Wizard
Lightning Zap The Log Bandit
Lightning Zap The Log Bandit
Lightning Zap Archers Electro Wizard
Zap Lightning Electro Wizard Minions
Lightning
Lightning Zap The Log Bandit
Zap Lightning Electro Wizard
P.E.K.K.A
Lightning The Log
Zap Lightning Electro Wizard Archers Minions Bandit
Lightning Zap Archers Electro Wizard
The Log
Lightning Electro Wizard
The Log Zap Lightning
Lightning Zap
P.E.K.K.A
Zap Minions Lightning The Log Electro Wizard
Zap Lightning Electro Wizard
Lightning Zap The Log Bandit Electro Wizard

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