My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Firecracker Electro Wizard Magic Archer

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.

Knight Firecracker Dark Prince P.E.K.K.A Electro Wizard Magic Archer

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.

The Log

Punishments

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

Elite Barbarians Dark Prince

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.

Knight Elite Barbarians Dark Prince P.E.K.K.A Magic Archer

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.

Firecracker Elite Barbarians Dark Prince Electro Wizard Magic Archer

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 Dark Prince
Giant Snowball
Zap
Firecracker Dark Prince
Barbarian Barrel
Knight Firecracker Elite Barbarians Dark Prince Electro Wizard Magic Archer
The Log
Firecracker Elite Barbarians Dark Prince
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Elite Barbarians Dark Prince P.E.K.K.A Electro Wizard Magic Archer
Fireball
Firecracker Elite Barbarians Electro Wizard Magic Archer
Poison
Firecracker Electro Wizard Magic Archer
Lightning
Knight Elite Barbarians Dark Prince Electro Wizard Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince The Log Magic Archer

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.

Knight Dark Prince 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

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.

The Log Knight Firecracker Dark Prince Electro Wizard Magic Archer Elite Barbarians P.E.K.K.A

Shortest cycle

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

12 The Log Knight Firecracker Dark Prince

Attack Synergies 3 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.

Knight
Firecracker Elite Barbarians The Log Electro Wizard Magic Archer
Firecracker
Knight Elite Barbarians Dark Prince P.E.K.K.A
Elite Barbarians
Knight Firecracker The Log
Dark Prince
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Electro Wizard Magic Archer Firecracker The Log
The Log
Knight Elite Barbarians P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Knight Dark Prince Magic Archer
Magic Archer
P.E.K.K.A Knight Dark Prince The Log Electro Wizard

Defense Synergies 6 12

Knight
Firecracker Electro Wizard Magic Archer The Log
Firecracker
Knight The Log Dark Prince P.E.K.K.A Electro Wizard
Elite Barbarians
Dark Prince The Log
Dark Prince
Elite Barbarians Firecracker The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Knight Elite Barbarians Dark Prince Electro Wizard Magic Archer
Electro Wizard
Knight Firecracker Dark Prince P.E.K.K.A The Log Magic Archer
Magic Archer
Knight Dark Prince The Log 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.

Knight Firecracker The Log Electro Wizard Magic Archer
Elite Barbarians P.E.K.K.A Knight Firecracker Dark Prince The Log Electro Wizard
P.E.K.K.A Knight Elite Barbarians Dark Prince Electro Wizard
Elite Barbarians P.E.K.K.A Knight Firecracker Dark Prince Electro Wizard
Firecracker Elite Barbarians Dark Prince P.E.K.K.A The Log
The Log Firecracker Dark Prince Electro Wizard Magic Archer
Electro Wizard Firecracker Magic Archer
P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Firecracker Dark Prince Electro Wizard
Electro Wizard Knight Firecracker Dark Prince The Log Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A Knight Elite Barbarians Dark Prince The Log Electro Wizard
Firecracker Dark Prince P.E.K.K.A The Log Electro Wizard Magic Archer
Elite Barbarians P.E.K.K.A Knight Electro Wizard
Elite Barbarians P.E.K.K.A The Log Electro Wizard
Knight Firecracker Elite Barbarians Dark Prince P.E.K.K.A Electro Wizard
Knight Firecracker Elite Barbarians Dark Prince The Log Electro Wizard Magic Archer
The Log Knight Firecracker Dark Prince Electro Wizard Magic Archer
P.E.K.K.A Elite Barbarians Electro Wizard
Dark Prince Knight Firecracker Elite Barbarians P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Knight Elite Barbarians Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Knight Firecracker Elite Barbarians The Log Magic Archer
P.E.K.K.A Knight Elite Barbarians Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Knight Elite Barbarians The Log Electro Wizard
P.E.K.K.A Knight Elite Barbarians Dark Prince
Firecracker Electro Wizard Magic Archer
Dark Prince P.E.K.K.A Knight Elite Barbarians Electro Wizard
P.E.K.K.A Knight Elite Barbarians Dark Prince
P.E.K.K.A Electro Wizard Knight Firecracker Elite Barbarians Dark Prince The Log Magic Archer
P.E.K.K.A
P.E.K.K.A Knight Elite Barbarians Dark Prince
P.E.K.K.A Elite Barbarians Dark Prince The Log Electro Wizard
Elite Barbarians Dark Prince P.E.K.K.A Knight
Firecracker Magic Archer
Elite Barbarians Electro Wizard Knight Firecracker Dark Prince P.E.K.K.A The Log Magic Archer
Firecracker Elite Barbarians Dark Prince P.E.K.K.A The Log Electro Wizard Magic Archer
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.)

Magic Archer Knight Firecracker The Log
Firecracker The Log Electro Wizard Magic Archer
The Log Magic Archer
Knight Firecracker Dark Prince The Log
Firecracker Dark Prince The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
The Log Firecracker Magic Archer
The Log Firecracker
Elite Barbarians Electro Wizard
Firecracker Knight Dark Prince The Log Electro Wizard Magic Archer
Firecracker Magic Archer
Knight Firecracker Elite Barbarians The Log Magic Archer
Firecracker Magic Archer
Firecracker Elite Barbarians The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log
Firecracker Dark Prince The Log Electro Wizard Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
The Log
The Log
Firecracker The Log Dark Prince Magic Archer
Firecracker The Log Electro Wizard Magic Archer
The Log Magic Archer
Firecracker The Log Magic Archer
Elite Barbarians Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Elite Barbarians
The Log Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker The Log Magic Archer
Electro Wizard Dark Prince Magic Archer
Firecracker Electro Wizard Magic Archer
The Log
Knight Firecracker Dark Prince Electro Wizard Magic Archer
The Log Firecracker Magic Archer
Firecracker Elite Barbarians Dark Prince P.E.K.K.A
Firecracker Elite Barbarians The Log Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Dark Prince The Log Electro Wizard Magic Archer
P.E.K.K.A
Firecracker

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