My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Fireball The Log

Punishments

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

Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Barbarians 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.

Electro Wizard Graveyard

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
Graveyard
Giant Snowball
Barbarians Graveyard
Zap
Graveyard
Barbarian Barrel
Barbarians Ice Wizard Electro Wizard Graveyard
The Log
Barbarians Graveyard
Earthquake
Barbarians Graveyard
Arrows
Graveyard
Royal Delivery
Barbarians P.E.K.K.A Ice Wizard Electro Wizard Graveyard
Fireball
Barbarians Ice Wizard Electro Wizard
Poison
Barbarians Ice Wizard Electro Wizard Graveyard
Lightning
Ice Wizard Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log Ice Wizard

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.

P.E.K.K.A Ice Wizard

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.

Fireball Graveyard

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.

Barbarians Fireball Ice 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 Ice Wizard Fireball Electro Wizard Barbarians Graveyard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Ice Wizard Fireball

Attack Synergies 7 9

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
Fireball P.E.K.K.A Electro Wizard Graveyard The Log Ice Wizard
Barbarians
Fireball
Zap Graveyard The Log Electro Wizard
P.E.K.K.A
Zap Electro Wizard The Log Ice Wizard Graveyard
The Log
Zap Fireball P.E.K.K.A Graveyard
Ice Wizard
Zap P.E.K.K.A Graveyard
Electro Wizard
Zap P.E.K.K.A Graveyard Fireball
Graveyard
Zap Fireball Electro Wizard P.E.K.K.A The Log Ice Wizard

Defense Synergies 4 10

Zap
Fireball Electro Wizard Barbarians P.E.K.K.A The Log Ice Wizard
Barbarians
Zap
Fireball
Zap The Log Ice Wizard Electro Wizard
P.E.K.K.A
The Log Zap Ice Wizard Electro Wizard
The Log
Fireball P.E.K.K.A Zap Ice Wizard Electro Wizard
Ice Wizard
Zap Fireball P.E.K.K.A The Log
Electro Wizard
Zap Fireball P.E.K.K.A The Log
Graveyard

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 Fireball The Log Electro Wizard
Barbarians P.E.K.K.A Zap The Log Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Ice Wizard Electro Wizard
Barbarians Fireball P.E.K.K.A The Log
Fireball The Log Zap Ice Wizard Electro Wizard
Electro Wizard Zap Fireball Ice Wizard
Zap Barbarians Fireball P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Ice Wizard
Barbarians Ice Wizard Electro Wizard
Barbarians Ice Wizard Electro Wizard Zap Fireball The Log
Zap Fireball Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Zap Fireball The Log Ice Wizard Electro Wizard
Fireball Zap Barbarians P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Zap Fireball P.E.K.K.A The Log Electro Wizard
Barbarians Fireball P.E.K.K.A Electro Wizard
Fireball Zap Barbarians The Log Ice Wizard Electro Wizard
Zap The Log Barbarians Fireball Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Fireball 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.

Barbarians Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap The Log
Barbarians P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Zap Barbarians Fireball The Log Electro Wizard
Barbarians P.E.K.K.A
Fireball Zap Ice Wizard Electro Wizard
P.E.K.K.A Barbarians Fireball Ice Wizard Electro Wizard
P.E.K.K.A Barbarians
Zap P.E.K.K.A Electro Wizard Barbarians Fireball The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Zap Barbarians Fireball The Log Electro Wizard
Barbarians P.E.K.K.A Fireball
Barbarians Fireball
Barbarians Electro Wizard Zap Fireball P.E.K.K.A The Log
Zap Barbarians Fireball P.E.K.K.A The Log Ice Wizard 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.)

Fireball The Log
Fireball Zap The Log Ice Wizard Electro Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball Zap The Log
Fireball Zap Ice Wizard
The Log
Fireball The Log Zap Ice Wizard
Fireball The Log Zap
Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Barbarians Fireball The Log
Zap The Log Fireball Ice Wizard
Fireball The Log Zap Ice Wizard Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Zap Electro Wizard Barbarians Fireball
Fireball Zap Ice Wizard Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: