My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 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.

Wizard Electro Wizard Inferno Dragon Magic Archer

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.

Wizard P.E.K.K.A Royal Ghost Electro Wizard Inferno Dragon Magic Archer

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.

The Log

Punishments

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

Royal Ghost

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.

P.E.K.K.A Royal Ghost Magic Archer

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.

Royal Ghost Electro Wizard Magic Archer

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
Clone Inferno Dragon
Giant Snowball
Clone Inferno Dragon
Zap
Clone Inferno Dragon
Barbarian Barrel
Wizard Clone Royal Ghost Electro Wizard Magic Archer
The Log
Clone
Earthquake
Clone
Arrows
Clone
Royal Delivery
Wizard Clone P.E.K.K.A Royal Ghost Electro Wizard Inferno Dragon Magic Archer
Fireball
Wizard Clone Electro Wizard Inferno Dragon Magic Archer
Poison
Wizard Clone Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Inferno Dragon Magic Archer
Rocket
Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Royal Ghost Magic Archer

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.

Clone P.E.K.K.A Royal Ghost Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Clone Royal Ghost Electro Wizard Inferno Dragon Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

12 The Log Clone Royal Ghost Electro Wizard

Attack Synergies 2 10

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.

Wizard
P.E.K.K.A Royal Ghost
Clone
Electro Wizard Inferno Dragon Magic Archer
P.E.K.K.A
Electro Wizard Magic Archer Wizard The Log
The Log
P.E.K.K.A Magic Archer
Royal Ghost
Wizard Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Clone Royal Ghost Magic Archer
Inferno Dragon
Clone
Magic Archer
P.E.K.K.A Clone The Log Royal Ghost Electro Wizard

Defense Synergies 1 12

Wizard
P.E.K.K.A The Log Royal Ghost Electro Wizard
Clone
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer
Royal Ghost
Wizard The Log Electro Wizard
Electro Wizard
Wizard P.E.K.K.A The Log Royal Ghost Inferno Dragon Magic Archer
Inferno Dragon
The Log Electro Wizard
Magic Archer
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.

Wizard The Log Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon The Log Electro Wizard
P.E.K.K.A Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard
P.E.K.K.A The Log
The Log Royal Ghost Electro Wizard Magic Archer
Electro Wizard Inferno Dragon Wizard Magic Archer
P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon
Royal Ghost Electro Wizard
Electro Wizard Wizard The Log Royal Ghost Magic Archer
Inferno Dragon Wizard Electro Wizard Magic Archer
P.E.K.K.A Wizard The Log Electro Wizard
Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Electro Wizard
P.E.K.K.A The Log Electro Wizard Inferno Dragon
Wizard P.E.K.K.A Electro Wizard
Wizard The Log Royal Ghost Electro Wizard Magic Archer
Wizard The Log Royal Ghost Electro Wizard Inferno Dragon Magic Archer
P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Royal Ghost 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.

P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Wizard The Log Royal Ghost Inferno Dragon Magic Archer
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon
Wizard Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon
P.E.K.K.A Electro Wizard The Log Inferno Dragon Magic Archer
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Wizard
Wizard Magic Archer
Electro Wizard P.E.K.K.A The Log Inferno Dragon Magic Archer
Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard Inferno Dragon Magic Archer

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.)

Magic Archer The Log Royal Ghost
The Log Royal Ghost Electro Wizard Magic Archer
The Log Magic Archer
The Log
Wizard The Log Magic Archer
Wizard Magic Archer
Wizard The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Electro Wizard
Wizard The Log Electro Wizard Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Wizard The Log Magic Archer
Magic Archer Wizard The Log
Wizard The Log Electro Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
The Log
The Log Wizard Magic Archer
Inferno Dragon
The Log Wizard Royal Ghost Electro Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard Electro Wizard Magic Archer
Electro Wizard Wizard
Wizard The Log Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
Wizard The Log Magic Archer
Electro Wizard Magic Archer
Wizard Electro Wizard Magic Archer
The Log
Wizard Electro Wizard Magic Archer
The Log Wizard Magic Archer
P.E.K.K.A
The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Royal Ghost Electro Wizard Magic Archer

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