My Best Clash Royale Deck

Deck Check Rating

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

3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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!

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

Defensive buildings

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

Tombstone

Investments

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

Knight Tombstone Elixir Collector P.E.K.K.A Electro Wizard Sparky

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.

Arrows The Log

Pump responses

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

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

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
Sparky
Giant Snowball
Tombstone
Zap
Tombstone Sparky
Barbarian Barrel
Knight Tombstone Electro Wizard Sparky
The Log
Tombstone Sparky
Earthquake
Tombstone Elixir Collector
Arrows
Tombstone
Royal Delivery
Knight P.E.K.K.A Electro Wizard Sparky
Fireball
Tombstone Elixir Collector Electro Wizard Sparky
Poison
Tombstone Elixir Collector Electro Wizard Sparky
Lightning
Knight Tombstone Elixir Collector Electro Wizard Sparky
Rocket
Elixir Collector Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Sparky

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.

Arrows Knight Tombstone Elixir Collector P.E.K.K.A Sparky

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Tombstone Electro Wizard Elixir Collector Sparky P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Tombstone

Attack Synergies 3 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.

Arrows
P.E.K.K.A Sparky Knight
Knight
Arrows The Log Electro Wizard Sparky
Tombstone
Elixir Collector
P.E.K.K.A
Arrows Electro Wizard The Log
The Log
Knight P.E.K.K.A Sparky
Electro Wizard
P.E.K.K.A Knight Sparky
Sparky
Arrows Knight The Log Electro Wizard

Defense Synergies 2 11

Arrows
Knight Tombstone P.E.K.K.A Sparky
Knight
Electro Wizard Arrows The Log Sparky
Tombstone
Arrows Electro Wizard Sparky
Elixir Collector
P.E.K.K.A
The Log Arrows Electro Wizard
The Log
P.E.K.K.A Knight Electro Wizard Sparky
Electro Wizard
Knight Tombstone P.E.K.K.A The Log
Sparky
Arrows Knight Tombstone The Log

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.

Knight Tombstone The Log Electro Wizard Sparky
P.E.K.K.A Sparky Knight Tombstone The Log Electro Wizard
P.E.K.K.A Sparky Knight Tombstone Electro Wizard
P.E.K.K.A Sparky Knight Tombstone Electro Wizard
Arrows Tombstone P.E.K.K.A The Log Sparky
Arrows The Log Electro Wizard
Electro Wizard Arrows Tombstone
Arrows P.E.K.K.A The Log Electro Wizard Sparky
P.E.K.K.A Sparky Tombstone
Knight Electro Wizard Sparky
Electro Wizard Arrows Knight Tombstone The Log
Arrows Electro Wizard
Tombstone P.E.K.K.A Sparky Knight The Log Electro Wizard
Sparky Arrows Tombstone P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Sparky Knight Tombstone Electro Wizard
P.E.K.K.A The Log Electro Wizard Sparky
Sparky Arrows Knight Tombstone P.E.K.K.A Electro Wizard
Arrows Tombstone Knight The Log Electro Wizard
Arrows The Log Knight Tombstone Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Arrows Knight P.E.K.K.A The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Tombstone P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Knight The Log
Tombstone P.E.K.K.A Knight The Log Electro Wizard Sparky
P.E.K.K.A Knight The Log Electro Wizard Sparky
P.E.K.K.A Knight Tombstone Sparky
Arrows Electro Wizard
P.E.K.K.A Sparky Knight Tombstone Electro Wizard
P.E.K.K.A Knight Sparky
P.E.K.K.A Electro Wizard Knight Tombstone The Log Sparky
P.E.K.K.A Tombstone Sparky
P.E.K.K.A Knight Tombstone Sparky
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Knight Tombstone Sparky
Sparky
Tombstone Electro Wizard Sparky Knight P.E.K.K.A The Log
Arrows P.E.K.K.A The Log Electro Wizard Sparky

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.)

Arrows Knight The Log Sparky
Arrows The Log Electro Wizard
Arrows The Log Sparky
Arrows Knight The Log Sparky
Arrows The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log
Arrows The Log
Electro Wizard Sparky
Arrows Knight The Log Electro Wizard Sparky
Arrows
Knight The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Sparky
Sparky
Arrows The Log Electro Wizard Sparky
Arrows The Log
The Log Sparky
Arrows
The Log Sparky
Arrows The Log
Arrows The Log Sparky
Arrows The Log Electro Wizard Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Electro Wizard Sparky
Electro Wizard
Sparky
Arrows The Log Sparky
Arrows Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows The Log Sparky
Electro Wizard Tombstone
Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard Sparky
Arrows The Log
Arrows Sparky
P.E.K.K.A Sparky
The Log Electro Wizard Sparky
Electro Wizard
The Log Electro Wizard Sparky

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