My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Baby Dragon Electro Wizard Inferno Dragon 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.

Baby Dragon Prince P.E.K.K.A Electro Wizard Inferno Dragon 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.

Zap The Log

Punishments

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

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.

Baby Dragon 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.

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
Prince Inferno Dragon
Giant Snowball
Baby Dragon Inferno Dragon
Zap
Prince Inferno Dragon
Barbarian Barrel
Electro Wizard Magic Archer
The Log
Prince
Earthquake
Arrows
Royal Delivery
Baby Dragon Prince P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer
Fireball
Baby Dragon Electro Wizard Inferno Dragon Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Baby Dragon Prince Electro Wizard Inferno Dragon Magic Archer
Rocket
Prince Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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.

Baby Dragon Prince P.E.K.K.A Inferno Dragon

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.

Zap The Log Baby Dragon Electro Wizard Inferno Dragon Magic Archer Prince P.E.K.K.A

Shortest cycle

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

12 Zap The Log Baby Dragon Electro Wizard

Attack Synergies 5 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
Prince P.E.K.K.A Electro Wizard Baby Dragon The Log Magic Archer
Baby Dragon
Zap Prince P.E.K.K.A Electro Wizard Inferno Dragon
Prince
Zap Baby Dragon The Log Electro Wizard Magic Archer
P.E.K.K.A
Zap Electro Wizard Magic Archer Baby Dragon The Log
The Log
Zap Prince P.E.K.K.A Magic Archer
Electro Wizard
Zap P.E.K.K.A Baby Dragon Prince Magic Archer
Inferno Dragon
Baby Dragon
Magic Archer
P.E.K.K.A Zap Prince The Log Electro Wizard

Defense Synergies 3 18

Zap
Electro Wizard Baby Dragon Prince P.E.K.K.A The Log Inferno Dragon Magic Archer
Baby Dragon
Zap Prince P.E.K.K.A The Log Inferno Dragon
Prince
The Log Zap Baby Dragon Electro Wizard Magic Archer
P.E.K.K.A
The Log Zap Baby Dragon Electro Wizard
The Log
Prince P.E.K.K.A Zap Baby Dragon Electro Wizard Inferno Dragon Magic Archer
Electro Wizard
Zap Prince P.E.K.K.A The Log Inferno Dragon Magic Archer
Inferno Dragon
Zap Baby Dragon The Log Electro Wizard
Magic Archer
Zap 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.

Zap Baby Dragon The Log Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Zap Prince The Log Electro Wizard
Prince P.E.K.K.A Electro Wizard Inferno Dragon
Prince P.E.K.K.A Inferno Dragon Electro Wizard
Prince P.E.K.K.A The Log
The Log Zap Baby Dragon Electro Wizard Magic Archer
Electro Wizard Inferno Dragon Zap Baby Dragon Magic Archer
Zap Baby Dragon P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Prince
Prince Electro Wizard
Electro Wizard Zap Baby Dragon The Log Magic Archer
Inferno Dragon Zap Baby Dragon Electro Wizard Magic Archer
Prince P.E.K.K.A Zap The Log Electro Wizard
Zap Baby Dragon Prince P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Prince Electro Wizard
Zap Prince P.E.K.K.A The Log Electro Wizard Inferno Dragon
Prince P.E.K.K.A Electro Wizard
Zap Baby Dragon Prince The Log Electro Wizard Magic Archer
Zap Baby Dragon The Log Electro Wizard Inferno Dragon Magic Archer
P.E.K.K.A Prince Electro Wizard Inferno Dragon
Baby Dragon Prince 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.

Zap Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Baby Dragon Prince The Log Inferno Dragon Magic Archer
P.E.K.K.A Zap Prince The Log Electro Wizard
Prince P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Prince Inferno Dragon
Zap Baby Dragon Electro Wizard Magic Archer
Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince Inferno Dragon
Zap P.E.K.K.A Electro Wizard Baby Dragon Prince The Log Inferno Dragon Magic Archer
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Prince
P.E.K.K.A Zap Prince The Log Electro Wizard
Prince P.E.K.K.A
Baby Dragon Magic Archer
Electro Wizard Zap Baby Dragon Prince P.E.K.K.A The Log Inferno Dragon Magic Archer
Zap Baby Dragon P.E.K.K.A The Log Electro Wizard Inferno Dragon Magic Archer

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 Baby Dragon The Log
Zap Baby Dragon The Log Electro Wizard Magic Archer
Baby Dragon The Log Magic Archer
Prince The Log
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
The Log Zap Baby Dragon Magic Archer
The Log Zap
Prince Electro Wizard
Zap Prince The Log Electro Wizard Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Prince The Log Magic Archer
Zap Baby Dragon The Log Magic Archer
Magic Archer Baby Dragon The Log
Zap Baby Dragon Prince The Log Electro Wizard Magic Archer
Zap Baby Dragon The Log Magic Archer
Baby Dragon Prince The Log Magic Archer
Prince The Log
Zap Baby Dragon The Log
Zap The Log Baby Dragon Magic Archer
Inferno Dragon
The Log Zap Baby Dragon Electro Wizard Magic Archer
Zap Baby Dragon Prince The Log Magic Archer
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Electro Wizard Magic Archer
Zap Electro Wizard
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A Prince
The Log Magic Archer
Zap Electro Wizard Prince Magic Archer
Zap Baby Dragon Electro Wizard Magic Archer
The Log
Baby Dragon Prince Electro Wizard Magic Archer
The Log Zap Baby Dragon Magic Archer
Zap
Prince P.E.K.K.A
Zap Baby Dragon The Log Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Baby Dragon Prince The Log Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: