My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Wizard 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.

Knight Wizard P.E.K.K.A 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 Rocket Tornado The Log

Pump responses

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

Rocket

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket Tornado 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.

Knight Rocket Tornado 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Tornado Electro Wizard Wizard Rocket P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Tornado

Attack Synergies 7 8

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
Tornado P.E.K.K.A Electro Wizard Knight The Log
Knight
Zap Wizard The Log Electro Wizard
Wizard
Tornado Knight P.E.K.K.A
Rocket
Tornado
Tornado
Zap Wizard Rocket P.E.K.K.A The Log
P.E.K.K.A
Zap Tornado Electro Wizard Wizard The Log
The Log
Zap Knight Tornado P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Knight

Defense Synergies 6 15

Zap
Electro Wizard Knight Tornado P.E.K.K.A The Log
Knight
Electro Wizard Zap Wizard Tornado The Log
Wizard
Tornado Knight P.E.K.K.A The Log Electro Wizard
Rocket
Tornado The Log
Tornado
Wizard Rocket P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A
Tornado The Log Zap Wizard Electro Wizard
The Log
P.E.K.K.A Zap Knight Wizard Rocket Tornado Electro Wizard
Electro Wizard
Zap Knight Wizard Tornado P.E.K.K.A 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.

Rocket Zap Knight Wizard The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
Rocket Tornado P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
Rocket Tornado P.E.K.K.A The Log
Tornado The Log Zap Electro Wizard
Rocket Tornado Electro Wizard Zap Wizard
Rocket Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tornado
Knight Tornado Electro Wizard
Electro Wizard Zap Knight Wizard Tornado The Log
Zap Wizard Tornado Electro Wizard
P.E.K.K.A Zap Knight Wizard Rocket The Log Electro Wizard
Wizard Rocket Zap Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
Rocket Tornado Zap P.E.K.K.A The Log Electro Wizard
Wizard Knight Tornado P.E.K.K.A Electro Wizard
Zap Knight Wizard Tornado The Log Electro Wizard
Zap Wizard Tornado The Log Knight Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Knight 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Wizard Rocket The Log
P.E.K.K.A Zap Knight Rocket The Log Electro Wizard
Rocket P.E.K.K.A Zap Knight Tornado The Log Electro Wizard
P.E.K.K.A Knight
Wizard Rocket Zap Tornado Electro Wizard
Rocket P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Zap Rocket P.E.K.K.A Electro Wizard Knight Tornado The Log
P.E.K.K.A
P.E.K.K.A Knight
Rocket P.E.K.K.A Zap Tornado The Log Electro Wizard
Rocket P.E.K.K.A Knight Wizard
Wizard
Electro Wizard Zap Knight Rocket Tornado P.E.K.K.A The Log
Zap Wizard 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.)

Knight Rocket The Log
Zap Tornado The Log Electro Wizard
Rocket The Log
Knight Rocket The Log
Wizard Rocket Zap The Log
Wizard Zap Rocket Tornado
Wizard Tornado The Log
The Log Zap Wizard Tornado
The Log Zap Wizard Tornado
Rocket Tornado Electro Wizard
Rocket Zap Knight Wizard Tornado The Log Electro Wizard
Zap Wizard Rocket Tornado
Rocket Knight The Log
Rocket
Zap The Log
Rocket Zap Wizard The Log
Wizard Rocket The Log
Rocket Tornado
Rocket
Rocket Zap Wizard The Log Electro Wizard
Rocket Zap Wizard Tornado The Log
Rocket The Log
Rocket Wizard Tornado
Rocket Tornado The Log
Rocket Zap The Log
Zap Tornado The Log Wizard
The Log Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado The Log
Rocket Zap Tornado The Log
Zap Wizard Tornado Electro Wizard
Zap Rocket Electro Wizard Wizard
Zap Wizard Rocket The Log
Zap Rocket Electro Wizard
P.E.K.K.A
Rocket Wizard The Log
Zap Electro Wizard Rocket
Rocket Zap Wizard Tornado Electro Wizard
The Log
Knight Wizard Rocket Electro Wizard
The Log Zap Wizard
Rocket Zap Tornado
P.E.K.K.A
Zap Rocket Tornado The Log Electro Wizard
Zap Rocket Tornado Electro Wizard
Zap Rocket Tornado The Log Electro Wizard

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