My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Princess 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 Battle Ram P.E.K.K.A Princess Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows The Log

Punishments

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

Battle Ram Princess

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 Battle Ram P.E.K.K.A Princess

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log Princess

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.

Arrows Knight Battle Ram P.E.K.K.A Princess

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.

Princess

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.

Zap The Log Arrows Knight Princess Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Arrows Knight

Attack Synergies 9 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.

Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Knight The Log Princess
Arrows
Zap P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Princess Zap Arrows The Log Electro Wizard
Battle Ram
Zap Knight The Log Arrows P.E.K.K.A Princess Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram The Log Princess
The Log
Battle Ram Zap Knight P.E.K.K.A Princess
Princess
Knight Zap Battle Ram P.E.K.K.A The Log
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram

Defense Synergies 4 12

Zap
Electro Wizard Arrows Knight P.E.K.K.A The Log Princess
Arrows
Zap Knight P.E.K.K.A
Knight
Princess Electro Wizard Zap Arrows The Log
Battle Ram
P.E.K.K.A
The Log Zap Arrows Princess Electro Wizard
The Log
P.E.K.K.A Zap Knight Princess Electro Wizard
Princess
Knight Zap P.E.K.K.A The Log
Electro Wizard
Zap Knight 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.

Zap Knight The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
Arrows P.E.K.K.A The Log Princess
Arrows The Log Zap Electro Wizard
Electro Wizard Zap Arrows Princess
Zap Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Princess
Knight Electro Wizard
Electro Wizard Zap Arrows Knight The Log Princess
Arrows Zap Princess Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
Zap Arrows P.E.K.K.A The Log Princess Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Arrows Knight P.E.K.K.A Electro Wizard
Arrows Zap Knight The Log Electro Wizard
Zap Arrows The Log Knight Princess Electro Wizard
P.E.K.K.A Electro Wizard
Arrows 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 Arrows Knight The Log
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Knight
Arrows Zap Princess Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows The Log Electro Wizard
P.E.K.K.A Knight
Princess
Electro Wizard Zap Knight P.E.K.K.A The Log
Arrows Zap P.E.K.K.A The Log Princess 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.)

Princess Arrows Knight The Log
Arrows Zap The Log Princess Electro Wizard
Arrows The Log
Arrows Knight The Log
Zap Arrows The Log
Arrows Zap Princess
Arrows The Log Princess
Arrows The Log Zap Princess
Arrows The Log Zap
Electro Wizard
Zap Arrows Knight The Log Princess Electro Wizard
Zap Arrows Princess
Knight The Log Princess
Arrows Princess
Princess Zap Arrows The Log
Zap Arrows The Log Princess
Arrows The Log Princess
Arrows
Zap Arrows The Log Princess Electro Wizard
Zap Arrows The Log Princess
The Log
Arrows Princess
The Log
Zap Arrows The Log
Zap Arrows The Log Princess
Arrows The Log Zap Princess Electro Wizard
Zap Arrows The Log Princess
Zap Arrows The Log
Zap Arrows Princess Electro Wizard
Zap Electro Wizard
Zap Arrows The Log
Zap Arrows Princess Electro Wizard
P.E.K.K.A
Arrows The Log Princess
Zap Electro Wizard Princess
Zap Arrows Princess Electro Wizard
Arrows The Log
Knight Princess Electro Wizard
Arrows The Log Zap Princess
Zap Arrows
P.E.K.K.A
Zap The Log Princess Electro Wizard
Zap Princess Electro Wizard
Zap The Log Princess Electro Wizard

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