My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Three Musketeers 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 Three Musketeers Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Mini P.E.K.K.A Battle Ram

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 Mini P.E.K.K.A Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Mini P.E.K.K.A Battle Ram

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.

Three Musketeers 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.

Mirror Zap The Log Knight Mini P.E.K.K.A Battle Ram Electro Wizard Three Musketeers

Shortest cycle

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

7 Mirror Zap The Log Knight

Attack Synergies 7 14

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
Battle Ram Mirror Electro Wizard Knight Mini P.E.K.K.A Three Musketeers The Log
Knight
Battle Ram Three Musketeers Zap The Log Electro Wizard
Mini P.E.K.K.A
Zap Mirror The Log Electro Wizard
Battle Ram
Zap Knight The Log Three Musketeers Mirror Electro Wizard
Three Musketeers
Knight Zap Battle Ram Mirror The Log
Mirror
Zap The Log Mini P.E.K.K.A Battle Ram Three Musketeers
The Log
Battle Ram Mirror Zap Knight Mini P.E.K.K.A Three Musketeers
Electro Wizard
Zap Knight Mini P.E.K.K.A Battle Ram

Defense Synergies 6 11

Zap
Mini P.E.K.K.A Mirror Electro Wizard Knight Three Musketeers The Log
Knight
Electro Wizard Zap Mini P.E.K.K.A Three Musketeers The Log
Mini P.E.K.K.A
Zap The Log Electro Wizard Knight Mirror
Battle Ram
Three Musketeers
Zap Knight The Log
Mirror
Zap Mini P.E.K.K.A The Log Electro Wizard
The Log
Mini P.E.K.K.A Zap Knight Three Musketeers Mirror Electro Wizard
Electro Wizard
Zap Knight Mini P.E.K.K.A Mirror 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
Mini P.E.K.K.A Zap Knight Three Musketeers The Log Electro Wizard
Mini P.E.K.K.A Three Musketeers Knight Electro Wizard
Mini P.E.K.K.A Three Musketeers Knight Electro Wizard
Mini P.E.K.K.A The Log
The Log Zap Electro Wizard
Three Musketeers Electro Wizard Zap
Zap The Log Electro Wizard
Mini P.E.K.K.A Three Musketeers
Knight Mini P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight The Log
Three Musketeers Zap Electro Wizard
Mini P.E.K.K.A Zap Knight Three Musketeers The Log Electro Wizard
Three Musketeers Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Knight Three Musketeers Electro Wizard
Zap Mini P.E.K.K.A Three Musketeers The Log Electro Wizard
Three Musketeers Knight Mini P.E.K.K.A Electro Wizard
Zap Knight Three Musketeers The Log Electro Wizard
Zap The Log Knight Electro Wizard
Mini P.E.K.K.A Three Musketeers Electro Wizard
Knight Mini 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 Mini P.E.K.K.A Zap Electro Wizard
Electro Wizard Zap Knight Mini P.E.K.K.A The Log
Zap Knight Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Zap Knight The Log Electro Wizard
Knight Mini P.E.K.K.A Three Musketeers
Zap Three Musketeers Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Mini P.E.K.K.A Knight
Zap Electro Wizard Knight Mini P.E.K.K.A The Log
Three Musketeers
Knight Mini P.E.K.K.A
Zap The Log Electro Wizard
Mini P.E.K.K.A Knight Three Musketeers
Three Musketeers
Electro Wizard Zap Knight Mini P.E.K.K.A Three Musketeers The Log
Zap Mini 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
Zap The Log Electro Wizard
The Log
Knight The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap
Mini P.E.K.K.A Three Musketeers Electro Wizard
Zap Knight The Log Electro Wizard
Zap
Knight Three Musketeers The Log
Zap The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Three Musketeers The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Mini P.E.K.K.A
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard
Zap Three Musketeers Electro Wizard
The Log
Knight Mini P.E.K.K.A Three Musketeers Electro Wizard
The Log Zap
Zap
Three Musketeers
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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