My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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.

Wizard Electro Wizard Inferno Dragon

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.

Wizard P.E.K.K.A Royal Ghost Electro Wizard Inferno Dragon Lumberjack

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.

Royal Ghost Lumberjack

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.

P.E.K.K.A Royal Ghost Lumberjack

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.

Royal Ghost Electro Wizard Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log Royal Ghost

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.

P.E.K.K.A Royal Ghost 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.

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.

Zap The Log Royal Ghost Electro Wizard Inferno Dragon Lumberjack Wizard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Royal Ghost Electro Wizard

Attack Synergies 3 12

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
P.E.K.K.A Electro Wizard The Log Royal Ghost Lumberjack
Wizard
P.E.K.K.A Royal Ghost Lumberjack
P.E.K.K.A
Zap Electro Wizard Wizard The Log Lumberjack
The Log
Zap P.E.K.K.A Lumberjack
Royal Ghost
Zap Wizard Electro Wizard Lumberjack
Electro Wizard
Zap P.E.K.K.A Royal Ghost Lumberjack
Inferno Dragon
Lumberjack
Zap Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard

Defense Synergies 2 18

Zap
Electro Wizard P.E.K.K.A The Log Royal Ghost Inferno Dragon Lumberjack
Wizard
P.E.K.K.A The Log Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A
The Log Zap Wizard Electro Wizard
The Log
P.E.K.K.A Zap Wizard Royal Ghost Electro Wizard Inferno Dragon Lumberjack
Royal Ghost
Zap Wizard The Log Electro Wizard
Electro Wizard
Zap Wizard P.E.K.K.A The Log Royal Ghost Inferno Dragon Lumberjack
Inferno Dragon
Zap The Log Electro Wizard
Lumberjack
Zap Wizard 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 Wizard The Log Electro Wizard
P.E.K.K.A Inferno Dragon Lumberjack Zap The Log Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Lumberjack Electro Wizard
P.E.K.K.A The Log Lumberjack
The Log Zap Royal Ghost Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Zap Wizard
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon Lumberjack
Royal Ghost Electro Wizard Lumberjack
Electro Wizard Zap Wizard The Log Royal Ghost Lumberjack
Inferno Dragon Zap Wizard Electro Wizard
P.E.K.K.A Lumberjack Zap Wizard The Log Electro Wizard
Wizard Zap P.E.K.K.A The Log Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A Inferno Dragon Electro Wizard Lumberjack
Zap P.E.K.K.A The Log Electro Wizard Inferno Dragon Lumberjack
Wizard P.E.K.K.A Electro Wizard Lumberjack
Zap Wizard The Log Royal Ghost Electro Wizard Lumberjack
Zap Wizard The Log Royal Ghost Electro Wizard Inferno Dragon Lumberjack
P.E.K.K.A Electro Wizard Inferno Dragon Lumberjack
Wizard Royal Ghost P.E.K.K.A The Log Electro Wizard Lumberjack

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Lumberjack Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Wizard The Log Royal Ghost Inferno Dragon Lumberjack
P.E.K.K.A Lumberjack Zap The Log Electro Wizard
P.E.K.K.A Lumberjack Zap The Log Electro Wizard
P.E.K.K.A Inferno Dragon Lumberjack
Wizard Zap Electro Wizard
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Inferno Dragon Lumberjack
Zap P.E.K.K.A Electro Wizard The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Lumberjack
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Wizard Lumberjack
Wizard
Electro Wizard Zap P.E.K.K.A The Log Inferno Dragon Lumberjack
Zap Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard Inferno Dragon

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.)

The Log Royal Ghost
Zap The Log Royal Ghost Electro Wizard
The Log
The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard Lumberjack
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
Inferno Dragon
The Log Zap Wizard Royal Ghost Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Royal Ghost Electro Wizard

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