My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Ram Rider

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Fire Spirit 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.

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.

Missing

Damage spells

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

Arrows Rage The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows Elixir Collector Rage 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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage The Log Arrows Electro Wizard Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Rage The Log Arrows

Attack Synergies 3 4

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.

Fire Spirit
P.E.K.K.A
Arrows
P.E.K.K.A
Wizard
Rage P.E.K.K.A
Elixir Collector
Rage
Wizard Electro Wizard
P.E.K.K.A
Fire Spirit Arrows Electro Wizard Wizard The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage

Defense Synergies 1 9

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Arrows
P.E.K.K.A
Wizard
P.E.K.K.A The Log Electro Wizard
Elixir Collector
Rage
P.E.K.K.A
The Log Fire Spirit Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Fire Spirit Wizard Electro Wizard
Electro Wizard
Fire Spirit 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.

Wizard The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Fire Spirit Electro Wizard
P.E.K.K.A Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Fire Spirit Electro Wizard
Electro Wizard Fire Spirit Arrows Wizard
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Fire Spirit Electro Wizard
Electro Wizard Arrows Wizard The Log
Arrows Wizard Electro Wizard
P.E.K.K.A Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Wizard Arrows P.E.K.K.A Electro Wizard
Fire Spirit Arrows Wizard The Log Electro Wizard
Arrows Wizard The Log Fire Spirit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Arrows 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.

P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard The Log
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Fire Spirit Arrows Wizard Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Wizard
Wizard
Electro Wizard P.E.K.K.A The Log
Arrows 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Wizard Fire Spirit Arrows The Log
Arrows Wizard Fire Spirit
Fire Spirit Arrows Wizard The Log
Arrows The Log Fire Spirit Wizard
Arrows The Log Wizard
Fire Spirit Electro Wizard
Arrows Wizard The Log Electro Wizard
Fire Spirit Arrows Wizard
Fire Spirit The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Fire Spirit Arrows Wizard The Log Electro Wizard
Fire Spirit Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Fire Spirit Wizard
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows The Log
Fire Spirit Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard The Log
Electro Wizard Fire Spirit
Fire Spirit Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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