My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 2 warnings Why?

Missing cards in your collection

Magic Archer Sparky

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Executioner 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.

Wizard Executioner 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.

Missing

Damage spells

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

Zap Rage The Log

Punishments

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

Mini P.E.K.K.A

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.

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Executioner 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.

Mini P.E.K.K.A Rage Executioner P.E.K.K.A

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.

Zap Rage The Log Mini P.E.K.K.A Electro Wizard Wizard Executioner P.E.K.K.A

Shortest cycle

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

10 Zap Rage The Log Mini P.E.K.K.A

Attack Synergies 3 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
P.E.K.K.A Electro Wizard Mini P.E.K.K.A Executioner The Log
Mini P.E.K.K.A
Zap Wizard Rage The Log Electro Wizard
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Mini P.E.K.K.A Wizard Electro Wizard
Executioner
Zap P.E.K.K.A The Log
P.E.K.K.A
Zap Electro Wizard Wizard Executioner The Log
The Log
Zap Mini P.E.K.K.A Executioner P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Rage

Defense Synergies 5 11

Zap
Mini P.E.K.K.A Electro Wizard Executioner P.E.K.K.A The Log
Mini P.E.K.K.A
Zap The Log Electro Wizard Wizard Executioner
Wizard
Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Rage
Executioner
Zap Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Wizard Electro Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Executioner Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A 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 Wizard Executioner The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Executioner The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Executioner Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
The Log Zap Executioner Electro Wizard
Electro Wizard Zap Wizard Executioner
Zap P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Electro Wizard
Executioner Electro Wizard Zap Wizard The Log
Executioner Zap Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard The Log Electro Wizard
Wizard Executioner Zap Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Wizard Mini P.E.K.K.A Executioner P.E.K.K.A Electro Wizard
Zap Wizard Executioner The Log Electro Wizard
Zap Wizard Executioner The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Mini P.E.K.K.A Executioner 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.

Mini P.E.K.K.A Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Wizard Executioner The Log
P.E.K.K.A Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Executioner
Wizard Executioner Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard Executioner
Wizard Executioner
Electro Wizard Zap Mini P.E.K.K.A Executioner P.E.K.K.A The Log
Executioner Zap Mini P.E.K.K.A 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.)

The Log
Zap Executioner The Log Electro Wizard
The Log
The Log
Wizard Executioner Zap The Log
Wizard Executioner Zap
Wizard Executioner The Log
The Log Zap Wizard Executioner
The Log Zap Wizard
Mini P.E.K.K.A Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard Executioner
Executioner The Log
Zap The Log
Zap Wizard Executioner The Log
Wizard Executioner The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Executioner The Log Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard Executioner
The Log Zap Wizard Executioner Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Executioner Electro Wizard
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Zap Wizard The Log
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard
Zap Wizard Executioner Electro Wizard
The Log
Mini P.E.K.K.A Wizard Executioner Electro Wizard
The Log Zap Wizard Executioner
Zap
Executioner P.E.K.K.A
Zap The Log Electro Wizard
Zap Executioner Electro Wizard
Zap Executioner The Log Electro Wizard

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