My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Wizard P.E.K.K.A Electro Wizard Mega Knight

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.

Arrows Rocket The Log

Punishments

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

Mega Knight

Pump responses

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

Rocket

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket The Log Mega Knight

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.

Arrows Tombstone Rocket P.E.K.K.A Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Arrows Tombstone Electro Wizard Wizard Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Arrows Tombstone Electro Wizard

Attack Synergies 2 6

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.

Arrows
P.E.K.K.A Mega Knight
Tombstone
Wizard
P.E.K.K.A Mega Knight
Rocket
P.E.K.K.A
Arrows Electro Wizard Wizard The Log
The Log
P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Arrows Wizard The Log Electro Wizard

Defense Synergies 2 14

Arrows
Mega Knight Tombstone P.E.K.K.A
Tombstone
Arrows Wizard Rocket Electro Wizard
Wizard
Tombstone P.E.K.K.A The Log Electro Wizard Mega Knight
Rocket
Tombstone The Log
P.E.K.K.A
The Log Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Wizard Rocket Electro Wizard Mega Knight
Electro Wizard
Tombstone Wizard P.E.K.K.A The Log Mega Knight
Mega Knight
Arrows 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.

Rocket Tombstone Wizard The Log Electro Wizard
P.E.K.K.A Tombstone The Log Electro Wizard Mega Knight
Rocket P.E.K.K.A Mega Knight Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard Mega Knight
Arrows Tombstone Rocket P.E.K.K.A The Log Mega Knight
Arrows The Log Electro Wizard Mega Knight
Rocket Electro Wizard Arrows Tombstone Wizard
Rocket Arrows P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A Tombstone
Electro Wizard Mega Knight
Electro Wizard Arrows Tombstone Wizard The Log Mega Knight
Arrows Wizard Electro Wizard
Tombstone P.E.K.K.A Mega Knight Wizard Rocket The Log Electro Wizard
Wizard Rocket Mega Knight Arrows Tombstone P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard Mega Knight
Rocket P.E.K.K.A The Log Electro Wizard Mega Knight
Wizard Mega Knight Arrows Tombstone P.E.K.K.A Electro Wizard
Arrows Tombstone Mega Knight Wizard The Log Electro Wizard
Arrows Wizard The Log Tombstone Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Wizard Mega Knight Arrows 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.

Mega Knight Tombstone P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard Rocket The Log Mega Knight
Tombstone P.E.K.K.A Mega Knight Rocket The Log Electro Wizard
Rocket P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Tombstone Mega Knight
Arrows Wizard Rocket Electro Wizard
Rocket P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Electro Wizard Mega Knight Tombstone The Log
P.E.K.K.A Tombstone
P.E.K.K.A Mega Knight Tombstone
Rocket P.E.K.K.A Mega Knight Arrows The Log Electro Wizard
Rocket P.E.K.K.A Mega Knight Tombstone Wizard
Wizard Mega Knight
Tombstone Electro Wizard Rocket P.E.K.K.A The Log
Arrows Mega Knight Wizard 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.)

Arrows Rocket The Log
Arrows The Log Electro Wizard
Rocket Arrows The Log
Arrows Rocket The Log
Wizard Rocket Arrows The Log Mega Knight
Arrows Wizard Rocket
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Rocket Electro Wizard
Rocket Arrows Wizard The Log Electro Wizard
Arrows Wizard Rocket
Rocket The Log
Arrows Rocket
Arrows The Log
Rocket Arrows Wizard The Log
Arrows Wizard Rocket The Log Mega Knight
Arrows Rocket
Rocket
Rocket Arrows Wizard The Log Electro Wizard Mega Knight
Rocket Arrows Wizard The Log Mega Knight
Rocket The Log Mega Knight
Rocket Arrows Wizard
Rocket The Log
Rocket Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log Mega Knight
Rocket Arrows The Log
Arrows Wizard Electro Wizard
Rocket Electro Wizard Wizard
Arrows Wizard Rocket The Log Mega Knight
Rocket Arrows Electro Wizard
P.E.K.K.A Mega Knight
Rocket Arrows Wizard The Log
Electro Wizard Tombstone Rocket
Rocket Arrows Wizard Electro Wizard
Arrows The Log
Wizard Rocket Electro Wizard Mega Knight
Arrows The Log Wizard
Rocket Arrows
P.E.K.K.A Mega Knight
Rocket The Log Electro Wizard
Rocket Electro Wizard
Rocket The Log Electro Wizard Mega Knight

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