My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Witch 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.

Witch Prince 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.

Missing

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.

Prince Bandit

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.

Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

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.

Prince 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.

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 Witch 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 Bandit Fireball Electro Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

11 Zap The Log Bandit Fireball

Attack Synergies 5 13

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

Defense Synergies 5 16

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

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