My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

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.

Wall Breakers Miner

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.

Wall Breakers Miner

Pump responses

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

Miner

Dropped at the bridge

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

Knight Wall Breakers 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A Miner

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.

Skeleton Army

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.

Wall Breakers The Log Knight Skeleton Army Miner Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Wall Breakers The Log Knight Skeleton Army

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.

Knight
Wall Breakers Wizard The Log Miner Electro Wizard
Wizard
Knight P.E.K.K.A Miner
Wall Breakers
Knight Miner The Log Electro Wizard
Skeleton Army
P.E.K.K.A
Electro Wizard Wizard The Log
The Log
Knight Wall Breakers P.E.K.K.A Miner
Miner
Wall Breakers Knight Wizard The Log Electro Wizard
Electro Wizard
P.E.K.K.A Knight Wall Breakers Miner

Defense Synergies 2 12

Knight
Electro Wizard Wizard Skeleton Army The Log
Wizard
Knight Skeleton Army P.E.K.K.A The Log Electro Wizard
Wall Breakers
Skeleton Army
Knight Wizard The Log Electro Wizard
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Knight Wizard Skeleton Army Miner Electro Wizard
Miner
The Log
Electro Wizard
Knight Wizard Skeleton Army 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.

Knight Wizard The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Electro Wizard
Skeleton Army P.E.K.K.A Knight Electro Wizard
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Electro Wizard
Electro Wizard Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeleton Army
Knight Skeleton Army Miner Electro Wizard
Skeleton Army Electro Wizard Knight Wizard The Log
Wizard Electro Wizard
Skeleton Army P.E.K.K.A Knight Wizard The Log Electro Wizard
Wizard Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
Wizard Knight Skeleton Army P.E.K.K.A Electro Wizard
Knight Wizard Skeleton Army The Log Electro Wizard
Wizard The Log Knight Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army 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 Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Knight Wizard The Log Miner
Skeleton Army P.E.K.K.A Knight The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight Skeleton Army
Wizard Electro Wizard
Skeleton Army P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Electro Wizard Knight Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Knight P.E.K.K.A The Log
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 The Log
The Log Miner Electro Wizard
The Log Miner
Knight The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Miner Wizard
Electro Wizard
Miner Knight Wizard The Log Electro Wizard
Wizard
Knight The Log Miner
The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log Miner
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Miner Wizard Electro Wizard
Wizard The Log Miner
Miner The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log Miner
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Miner Knight Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Miner Electro Wizard

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