My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Tesla Wizard Baby Dragon

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard Baby Dragon P.E.K.K.A

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.

Rocket Tornado The Log

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.

Baby Dragon P.E.K.K.A

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
Guards
Giant Snowball
Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Tesla Wizard Guards
The Log
Guards
Earthquake
Tesla Guards
Arrows
Guards
Royal Delivery
Wizard Guards Baby Dragon P.E.K.K.A
Fireball
Tesla Wizard Baby Dragon
Poison
Wizard Guards
Lightning
Tesla Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Tornado Baby Dragon 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.

Rocket Guards Tornado Baby Dragon P.E.K.K.A

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

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.

The Log Guards Tornado Tesla Baby Dragon Wizard Rocket P.E.K.K.A

Shortest cycle

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

12 The Log Guards Tornado Tesla

Attack Synergies 4 5

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.

Tesla
Wizard
Tornado P.E.K.K.A
Rocket
Tornado
Guards
The Log
Tornado
Wizard Rocket Baby Dragon P.E.K.K.A The Log
Baby Dragon
Tornado P.E.K.K.A
P.E.K.K.A
Tornado Wizard Baby Dragon The Log
The Log
Guards Tornado P.E.K.K.A

Defense Synergies 5 14

Tesla
The Log Wizard Guards Tornado Baby Dragon
Wizard
Tornado Tesla Guards P.E.K.K.A The Log
Rocket
Tornado The Log
Guards
Tesla Wizard Baby Dragon The Log
Tornado
Wizard Rocket P.E.K.K.A Tesla Baby Dragon The Log
Baby Dragon
Tesla Guards Tornado P.E.K.K.A The Log
P.E.K.K.A
Tornado The Log Wizard Baby Dragon
The Log
Tesla P.E.K.K.A Wizard Rocket Guards Tornado Baby Dragon

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 Tesla Wizard Baby Dragon The Log
P.E.K.K.A Tesla The Log
Tesla Rocket Tornado P.E.K.K.A
Tesla P.E.K.K.A Guards
Rocket Tornado P.E.K.K.A The Log
Tornado The Log Tesla Guards Baby Dragon
Tesla Rocket Tornado Wizard Baby Dragon
Rocket Tesla Baby Dragon P.E.K.K.A The Log
Tesla P.E.K.K.A Tornado
Guards Tornado Tesla
Guards Tesla Wizard Tornado Baby Dragon The Log
Tesla Wizard Tornado Baby Dragon
Tesla P.E.K.K.A Wizard Rocket Guards The Log
Wizard Rocket Tesla Guards Tornado Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Tesla
Rocket Tornado Tesla P.E.K.K.A The Log
Tesla Wizard Tornado P.E.K.K.A
Tesla Wizard Guards Tornado Baby Dragon The Log
Wizard Tornado Baby Dragon The Log Tesla Guards
P.E.K.K.A Tesla Tornado
Wizard Tesla Guards Baby Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Guards Tesla P.E.K.K.A
Tesla Wizard Rocket Baby Dragon The Log
Guards P.E.K.K.A Rocket The Log
Rocket Guards P.E.K.K.A Tesla Tornado The Log
P.E.K.K.A Tesla Guards
Wizard Rocket Tesla Tornado Baby Dragon
Rocket Guards P.E.K.K.A Tesla
P.E.K.K.A Tesla
Rocket P.E.K.K.A Tornado Baby Dragon The Log
P.E.K.K.A Tesla Guards
P.E.K.K.A Tesla Guards
Rocket P.E.K.K.A Guards Tornado The Log
Rocket P.E.K.K.A Tesla Wizard Guards
Wizard Tesla Baby Dragon
Tesla Guards Rocket Tornado Baby Dragon P.E.K.K.A The Log
Tesla Wizard Baby Dragon P.E.K.K.A The Log

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.)

Rocket Guards Baby Dragon The Log
Tornado Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket Guards The Log
Wizard Rocket Baby Dragon The Log
Wizard Rocket Tornado Baby Dragon
Wizard Tornado Baby Dragon The Log
The Log Wizard Tornado Baby Dragon
The Log Wizard Tornado
Rocket Guards Tornado
Rocket Wizard Tornado The Log
Wizard Rocket Tornado Baby Dragon
Rocket Baby Dragon The Log
Rocket Baby Dragon
Baby Dragon The Log
Rocket Wizard Baby Dragon The Log
Wizard Rocket Baby Dragon The Log
Rocket Tornado
Rocket
Rocket Wizard Baby Dragon The Log
Rocket Wizard Tornado Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket Wizard Tornado
Rocket Tornado The Log
Rocket Baby Dragon The Log
Tornado The Log Wizard Baby Dragon
The Log Wizard Tornado Baby Dragon
Wizard Tornado Baby Dragon The Log
Rocket Tornado Baby Dragon The Log
Wizard Tornado Baby Dragon
Rocket Wizard Guards
Wizard Rocket The Log
Rocket
P.E.K.K.A
Rocket Wizard The Log
Rocket Guards
Rocket Wizard Tornado Baby Dragon
The Log
Wizard Rocket Baby Dragon
The Log Wizard Baby Dragon
Rocket Tornado
P.E.K.K.A
Rocket Guards Tornado Baby Dragon The Log
Rocket Tornado
Rocket Tornado Baby Dragon The Log

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