My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Night Witch Graveyard Mega Knight Lava Hound

Deck tips

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

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.

Wizard Hunter Electro Wizard Ram Rider

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 Hunter P.E.K.K.A Fisherman Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider

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 Ram Rider

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 Ram Rider

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
Guards Fisherman Ram Rider
Giant Snowball
Guards Fisherman Ram Rider
Zap
Guards Fisherman Ram Rider
Barbarian Barrel
Wizard Guards Hunter Electro Wizard
The Log
Guards Hunter Fisherman Ram Rider
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Hunter P.E.K.K.A Fisherman Electro Wizard Ram Rider
Fireball
Wizard Hunter Fisherman Electro Wizard Ram Rider
Poison
Wizard Guards Hunter Fisherman Electro Wizard
Lightning
Wizard Hunter Fisherman Electro Wizard Ram Rider
Rocket
Wizard Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Hunter 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.

Guards 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 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.

The Log Guards Fisherman Hunter Electro Wizard Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

12 The Log Guards Fisherman Hunter

Attack Synergies 2 13

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.

Wizard
P.E.K.K.A Ram Rider
Guards
The Log Ram Rider
Hunter
Fisherman P.E.K.K.A Ram Rider
P.E.K.K.A
Electro Wizard Wizard Hunter The Log Fisherman Ram Rider
The Log
Guards P.E.K.K.A Fisherman Ram Rider
Fisherman
Hunter P.E.K.K.A The Log Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider
Ram Rider
Wizard Guards Hunter P.E.K.K.A The Log Fisherman Electro Wizard

Defense Synergies 4 17

Wizard
Guards P.E.K.K.A The Log Electro Wizard
Guards
Hunter Fisherman Wizard The Log Electro Wizard
Hunter
Guards Fisherman P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A
The Log Wizard Hunter Fisherman Electro Wizard
The Log
P.E.K.K.A Wizard Guards Hunter Fisherman Electro Wizard Ram Rider
Fisherman
Guards Hunter P.E.K.K.A The Log Ram Rider
Electro Wizard
Wizard Guards Hunter P.E.K.K.A The Log Ram Rider
Ram Rider
Hunter The Log Fisherman 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.

Wizard The Log Electro Wizard Ram Rider
Hunter P.E.K.K.A The Log Fisherman Electro Wizard Ram Rider
Hunter P.E.K.K.A Fisherman Ram Rider Electro Wizard
Hunter P.E.K.K.A Guards Fisherman Electro Wizard Ram Rider
P.E.K.K.A The Log
The Log Guards Hunter Electro Wizard
Hunter Electro Wizard Ram Rider Wizard
P.E.K.K.A The Log Electro Wizard Ram Rider
Hunter P.E.K.K.A Fisherman
Guards Hunter Fisherman Electro Wizard
Guards Electro Wizard Wizard Hunter The Log Fisherman Ram Rider
Hunter Wizard Electro Wizard Ram Rider
Hunter P.E.K.K.A Wizard Guards The Log Electro Wizard Ram Rider
Wizard Guards Hunter P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Hunter Electro Wizard Ram Rider
Hunter P.E.K.K.A The Log Fisherman Electro Wizard Ram Rider
Wizard Hunter P.E.K.K.A Fisherman Electro Wizard
Wizard Guards Hunter The Log Fisherman Electro Wizard Ram Rider
Wizard Hunter The Log Guards Fisherman Electro Wizard Ram Rider
P.E.K.K.A Hunter Fisherman Electro Wizard Ram Rider
Wizard Guards Hunter P.E.K.K.A The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Wizard Hunter The Log Fisherman
Guards P.E.K.K.A Hunter The Log Fisherman Electro Wizard Ram Rider
Guards Hunter P.E.K.K.A The Log Fisherman Electro Wizard Ram Rider
P.E.K.K.A Guards Hunter Fisherman Ram Rider
Wizard Hunter Electro Wizard Ram Rider
Guards P.E.K.K.A Hunter Electro Wizard Ram Rider
P.E.K.K.A Hunter Fisherman
P.E.K.K.A Electro Wizard The Log
P.E.K.K.A Guards
P.E.K.K.A Guards Hunter
P.E.K.K.A Guards The Log Electro Wizard
P.E.K.K.A Wizard Guards Hunter Ram Rider
Wizard
Guards Electro Wizard Hunter P.E.K.K.A The Log Fisherman
Wizard Hunter 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.)

Guards The Log
The Log Fisherman Electro Wizard Ram Rider
The Log
Guards The Log
Wizard The Log
Wizard Hunter Ram Rider
Wizard The Log
The Log Wizard Hunter Ram Rider
The Log Wizard Fisherman Ram Rider
Guards Fisherman Electro Wizard
Wizard The Log Fisherman Electro Wizard Ram Rider
Wizard
Hunter The Log Fisherman
Fisherman
The Log Fisherman
Wizard Hunter The Log
Wizard The Log
Fisherman
Wizard Hunter The Log Fisherman Electro Wizard
Wizard The Log
The Log
Wizard
The Log Fisherman
The Log
The Log Wizard Hunter
Fisherman
The Log Wizard Hunter Fisherman Electro Wizard Ram Rider
Wizard The Log Fisherman Ram Rider
The Log Fisherman
Wizard Hunter Electro Wizard
Electro Wizard Wizard Guards
Wizard Hunter The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Guards
Wizard Hunter Electro Wizard Ram Rider
The Log
Wizard Hunter Electro Wizard
The Log Wizard
P.E.K.K.A
Guards The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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