My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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

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 P.E.K.K.A Electro Wizard Sparky

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.

Elite Barbarians

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.

Elite Barbarians Baby Dragon 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.

Elite Barbarians 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
Elite Barbarians Skeleton Army Sparky
Giant Snowball
Skeleton Army Baby Dragon
Zap
Skeleton Army Sparky
Barbarian Barrel
Elite Barbarians Skeleton Army Electro Wizard Sparky
The Log
Elite Barbarians Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Skeleton Army Baby Dragon P.E.K.K.A Electro Wizard Sparky
Fireball
Elite Barbarians Skeleton Army Baby Dragon Electro Wizard Sparky
Poison
Skeleton Army Electro Wizard Sparky
Lightning
Elite Barbarians Baby Dragon Electro Wizard Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon The Log Sparky

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.

Skeleton Army Baby Dragon P.E.K.K.A Sparky

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.

Elite Barbarians Skeleton Army

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 Skeleton Army Baby Dragon Electro Wizard Elite Barbarians Sparky P.E.K.K.A

Shortest cycle

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

11 Zap The Log Skeleton Army Baby Dragon

Attack Synergies 5 11

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
Elite Barbarians P.E.K.K.A Electro Wizard Sparky Baby Dragon The Log
Elite Barbarians
Zap The Log Sparky
Skeleton Army
Sparky
Baby Dragon
Zap P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A
Zap Electro Wizard Baby Dragon The Log
The Log
Zap Elite Barbarians P.E.K.K.A Sparky
Electro Wizard
Zap P.E.K.K.A Baby Dragon Sparky
Sparky
Zap Elite Barbarians Skeleton Army Baby Dragon The Log Electro Wizard

Defense Synergies 2 15

Zap
Electro Wizard Elite Barbarians Skeleton Army Baby Dragon P.E.K.K.A The Log Sparky
Elite Barbarians
Zap The Log
Skeleton Army
Zap The Log Electro Wizard Sparky
Baby Dragon
Zap P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Baby Dragon Electro Wizard
The Log
P.E.K.K.A Zap Elite Barbarians Skeleton Army Baby Dragon Electro Wizard Sparky
Electro Wizard
Zap Skeleton Army P.E.K.K.A The Log
Sparky
Zap Skeleton Army 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 Baby Dragon The Log Electro Wizard Sparky
Elite Barbarians Skeleton Army P.E.K.K.A Sparky Zap The Log Electro Wizard
Skeleton Army P.E.K.K.A Sparky Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Sparky Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A The Log Sparky
Skeleton Army The Log Zap Baby Dragon Electro Wizard
Electro Wizard Zap Baby Dragon
Zap Baby Dragon P.E.K.K.A The Log Electro Wizard Sparky
P.E.K.K.A Sparky Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard Sparky
Skeleton Army Electro Wizard Zap Baby Dragon The Log
Zap Baby Dragon Electro Wizard
Skeleton Army P.E.K.K.A Sparky Zap Elite Barbarians The Log Electro Wizard
Skeleton Army Sparky Zap Baby Dragon P.E.K.K.A The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Sparky Electro Wizard
Skeleton Army Zap Elite Barbarians P.E.K.K.A The Log Electro Wizard Sparky
Sparky Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Zap Elite Barbarians Skeleton Army Baby Dragon The Log Electro Wizard
Zap Baby Dragon The Log Electro Wizard
P.E.K.K.A Sparky Elite Barbarians Electro Wizard
Skeleton Army Elite Barbarians Baby Dragon P.E.K.K.A The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians P.E.K.K.A Electro Wizard Sparky
Electro Wizard Zap Elite Barbarians Baby Dragon The Log
Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log Electro Wizard Sparky
Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log Electro Wizard Sparky
P.E.K.K.A Elite Barbarians Skeleton Army Sparky
Zap Baby Dragon Electro Wizard
Skeleton Army P.E.K.K.A Sparky Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army Sparky
Zap P.E.K.K.A Electro Wizard Elite Barbarians Skeleton Army Baby Dragon The Log Sparky
P.E.K.K.A Skeleton Army Sparky
P.E.K.K.A Elite Barbarians Sparky
Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Sparky
Skeleton Army Baby Dragon Sparky
Elite Barbarians Skeleton Army Electro Wizard Sparky Zap Baby Dragon P.E.K.K.A The Log
Zap Elite Barbarians Baby Dragon P.E.K.K.A The Log Electro Wizard Sparky

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.)

Baby Dragon The Log Sparky
Zap Baby Dragon The Log Electro Wizard
Baby Dragon The Log Sparky
The Log Sparky
Zap Baby Dragon The Log Sparky
Zap Baby Dragon
Baby Dragon The Log Sparky
The Log Zap Baby Dragon
The Log Zap
Elite Barbarians Electro Wizard Sparky
Zap The Log Electro Wizard Sparky
Zap Baby Dragon
Elite Barbarians Baby Dragon The Log Sparky
Baby Dragon
Zap Elite Barbarians Baby Dragon The Log Sparky
Zap Baby Dragon The Log Sparky
Baby Dragon The Log Sparky
Sparky
Sparky
Zap Baby Dragon The Log Electro Wizard Sparky
Zap Baby Dragon The Log
Baby Dragon The Log Sparky
The Log Sparky
Zap Baby Dragon The Log
Zap The Log Baby Dragon Sparky
The Log Zap Baby Dragon Electro Wizard Sparky
Zap Baby Dragon The Log Sparky
Zap Baby Dragon The Log Sparky
Elite Barbarians Zap Baby Dragon Electro Wizard Sparky
Zap Electro Wizard
Elite Barbarians Sparky
Zap The Log Sparky
Zap Electro Wizard Sparky
P.E.K.K.A Sparky
The Log Sparky
Zap Electro Wizard Skeleton Army
Zap Baby Dragon Electro Wizard
The Log
Baby Dragon Electro Wizard Sparky
The Log Zap Baby Dragon
Zap Sparky
Elite Barbarians P.E.K.K.A Sparky
Zap Elite Barbarians Baby Dragon The Log Electro Wizard Sparky
Zap Electro Wizard
Zap Baby Dragon The Log Electro Wizard Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: