My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Battle Ram 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.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball Tornado The Log

Punishments

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

Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Tornado 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 Tornado 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

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

Shortest cycle

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

11 Zap The Log Tornado Fireball

Attack Synergies 10 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.

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

Defense Synergies 7 11

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

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