My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Wizard 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.

Archers Royal Giant Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard 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.

P.E.K.K.A

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.

Royal Giant 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Archers Fireball Electro Wizard Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

11 Zap The Log Archers Fireball

Attack Synergies 5 12

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 P.E.K.K.A Electro Wizard Archers Royal Giant The Log
Archers
Zap Royal Giant P.E.K.K.A
Royal Giant
Fireball Zap Archers Wizard The Log Electro Wizard
Fireball
Zap Royal Giant The Log Electro Wizard
Wizard
Royal Giant P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Archers Wizard The Log
The Log
Zap Royal Giant Fireball P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Royal Giant Fireball

Defense Synergies 4 12

Zap
Fireball Electro Wizard Archers P.E.K.K.A The Log
Archers
Zap P.E.K.K.A The Log Electro Wizard
Royal Giant
Fireball
Zap The Log Electro Wizard
Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Zap Archers Wizard Electro Wizard
The Log
Fireball P.E.K.K.A Zap Archers Wizard Electro Wizard
Electro Wizard
Zap Archers Fireball Wizard P.E.K.K.A 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 Fireball Wizard The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Archers Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Zap Archers Electro Wizard
Electro Wizard Zap Archers Fireball Wizard
Zap Fireball P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Archers Electro Wizard
Archers Electro Wizard Zap Fireball Wizard The Log
Zap Archers Fireball Wizard Electro Wizard
P.E.K.K.A Zap Fireball Wizard The Log Electro Wizard
Fireball Wizard Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A The Log Electro Wizard
Wizard Fireball P.E.K.K.A Electro Wizard
Fireball Zap Archers Wizard The Log Electro Wizard
Zap Wizard The Log Archers Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Archers Fireball 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.

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

Fireball The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Wizard Zap The Log
Fireball Wizard Zap
Archers Wizard The Log
Fireball The Log Zap Wizard
Fireball The Log Zap Wizard
Fireball Electro Wizard
Zap Fireball Wizard The Log Electro Wizard
Fireball Zap Archers Wizard
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Zap Archers Fireball Wizard The Log Electro Wizard
Zap Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Zap Fireball The Log
Zap The Log Fireball Wizard
Fireball The Log Zap Wizard Electro Wizard
Fireball Zap Wizard The Log
Fireball Zap The Log
Zap Archers Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Fireball Wizard The Log
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard The Log
Zap Electro Wizard Archers Fireball
Fireball Zap Archers Wizard Electro Wizard
The Log Fireball
Fireball Wizard Electro Wizard
The Log Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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