My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Goblin Giant

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!
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.

Minion Horde 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.

Royal Giant Wizard Elixir Collector 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.

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.

Elixir Collector

Dropped at the bridge

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

Barbarians Minion Horde 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
Minion Horde Royal Giant
Giant Snowball
Barbarians Minion Horde
Zap
Minion Horde Royal Giant
Barbarian Barrel
Barbarians Wizard Electro Wizard
The Log
Barbarians Royal Giant
Earthquake
Barbarians Elixir Collector
Arrows
Minion Horde
Royal Delivery
Barbarians Minion Horde Wizard P.E.K.K.A Electro Wizard
Fireball
Barbarians Minion Horde Wizard Elixir Collector Electro Wizard
Poison
Barbarians Minion Horde Wizard Elixir Collector Electro Wizard
Lightning
Wizard Elixir Collector Electro Wizard
Rocket
Barbarians Minion Horde Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Collector 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

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.

Barbarians Minion Horde 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.

The Log Electro Wizard Barbarians Minion Horde Wizard Royal Giant Elixir Collector P.E.K.K.A

Shortest cycle

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

16 The Log Electro Wizard Barbarians Minion Horde

Attack Synergies 1 6

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.

Barbarians
Minion Horde
Royal Giant
Royal Giant
Minion Horde Wizard The Log Electro Wizard
Wizard
Royal Giant P.E.K.K.A
Elixir Collector
P.E.K.K.A
Electro Wizard Wizard The Log
The Log
Royal Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Royal Giant

Defense Synergies 1 7

Barbarians
Minion Horde
Minion Horde
Barbarians The Log
Royal Giant
Wizard
P.E.K.K.A The Log Electro Wizard
Elixir Collector
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Minion Horde Wizard Electro Wizard
Electro Wizard
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.

Minion Horde Wizard The Log Electro Wizard
Barbarians Minion Horde P.E.K.K.A The Log Electro Wizard
Barbarians Minion Horde P.E.K.K.A Electro Wizard
Barbarians Minion Horde P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A The Log
The Log Electro Wizard
Minion Horde Electro Wizard Wizard
Barbarians P.E.K.K.A The Log Electro Wizard
Barbarians Minion Horde P.E.K.K.A
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Electro Wizard Wizard The Log
Minion Horde Wizard Electro Wizard
Barbarians Minion Horde P.E.K.K.A Wizard The Log Electro Wizard
Wizard Barbarians Minion Horde P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Minion Horde Electro Wizard
Barbarians Minion Horde P.E.K.K.A The Log Electro Wizard
Barbarians Minion Horde Wizard P.E.K.K.A Electro Wizard
Barbarians Minion Horde Wizard The Log Electro Wizard
Wizard The Log Barbarians Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Wizard Barbarians Minion Horde 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.

Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Wizard The Log
Barbarians P.E.K.K.A Minion Horde The Log Electro Wizard
P.E.K.K.A Barbarians Minion Horde The Log Electro Wizard
Barbarians P.E.K.K.A Minion Horde
Wizard Minion Horde Electro Wizard
P.E.K.K.A Barbarians Minion Horde Electro Wizard
P.E.K.K.A Barbarians Minion Horde
Minion Horde P.E.K.K.A Electro Wizard Barbarians The Log
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Barbarians The Log Electro Wizard
Barbarians P.E.K.K.A Minion Horde Wizard
Wizard Barbarians Minion Horde
Barbarians Electro Wizard Minion Horde P.E.K.K.A The Log
Barbarians Minion Horde 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.)

Minion Horde The Log
The Log Electro Wizard
Minion Horde The Log
Barbarians The Log
Wizard Minion Horde The Log
Wizard Minion Horde
Minion Horde Wizard The Log
The Log Wizard
The Log Wizard
Minion Horde Electro Wizard
Minion Horde Wizard The Log Electro Wizard
Wizard
The Log
Minion Horde
The Log
Minion Horde Wizard The Log
Minion Horde Wizard The Log
Minion Horde
Wizard The Log Electro Wizard
Wizard The Log
Minion Horde The Log
Wizard
The Log
Barbarians Minion Horde The Log
The Log Wizard
Minion Horde
The Log Wizard Electro Wizard
Wizard The Log
The Log
Minion Horde Wizard Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde
Minion Horde Wizard The Log
Minion Horde Electro Wizard
P.E.K.K.A Minion Horde
Wizard The Log
Minion Horde Electro Wizard Barbarians
Wizard Electro Wizard
The Log
Minion Horde Wizard Electro Wizard
The Log Wizard
Minion Horde P.E.K.K.A
Minion Horde The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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