My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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.

Battle Ram P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Miner

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.

Battle Ram Miner Bandit

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Battle Ram P.E.K.K.A Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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.

Battle Ram P.E.K.K.A Miner

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

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.

Fireball 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 Miner Bandit Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Miner Bandit

Attack Synergies 8 14

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 Battle Ram P.E.K.K.A Miner Electro Wizard The Log Bandit
Fireball
Zap Battle Ram The Log Miner Electro Wizard
Battle Ram
Zap The Log Bandit Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Battle Ram The Log
The Log
Battle Ram Zap Fireball P.E.K.K.A Miner Bandit
Miner
Zap Fireball The Log Bandit Electro Wizard
Bandit
Battle Ram Zap The Log Miner Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Miner Bandit

Defense Synergies 4 12

Zap
Fireball Electro Wizard P.E.K.K.A The Log Miner Bandit
Fireball
Zap The Log Miner Bandit Electro Wizard
Battle Ram
P.E.K.K.A
The Log Zap Electro Wizard
The Log
Fireball P.E.K.K.A Zap Miner Bandit Electro Wizard
Miner
Zap Fireball The Log
Bandit
Zap Fireball The Log Electro Wizard
Electro Wizard
Zap Fireball P.E.K.K.A The Log Bandit

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
P.E.K.K.A Zap The Log Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Zap Bandit Electro Wizard
Electro Wizard Zap Fireball
Zap Fireball P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
Miner Bandit Electro Wizard
Electro Wizard Zap Fireball The Log Bandit
Zap Fireball Electro Wizard
P.E.K.K.A Zap Fireball The Log Bandit Electro Wizard
Fireball Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap Fireball P.E.K.K.A The Log Bandit Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Zap The Log Bandit Electro Wizard
Zap The Log Fireball Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap The Log Miner
P.E.K.K.A Bandit Zap The Log Electro Wizard
P.E.K.K.A Zap Fireball The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Zap Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball The Log Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Fireball The Log Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Zap Fireball P.E.K.K.A The Log
Zap Fireball 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.)

Fireball The Log Bandit
Fireball Zap The Log Miner Bandit Electro Wizard
Fireball The Log Miner Bandit
Fireball The Log
Fireball Zap The Log
Fireball Zap
The Log
Fireball The Log Zap
Fireball The Log Miner Zap Bandit
Fireball Electro Wizard
Miner Zap Fireball The Log Bandit Electro Wizard
Fireball Zap
Fireball The Log Miner Bandit
Fireball Bandit
Zap Fireball The Log
Zap Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Zap Fireball The Log Bandit Electro Wizard
Zap Fireball The Log Miner
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Miner Zap Bandit Electro Wizard
Fireball Zap The Log Miner Bandit
Fireball Miner Zap The Log Bandit
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log Miner Bandit
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Zap Electro Wizard Fireball Bandit
Fireball Zap Electro Wizard
The Log Fireball
Fireball Miner 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 Miner Bandit Electro Wizard

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