My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Mega Minion Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Mega Minion Battle Ram Witch 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.

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.

Missing

Dropped at the bridge

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

Fire Spirit 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
Fire Spirit Cannon Mega Minion Battle Ram Witch
Zap
Fire Spirit Cannon Battle Ram Witch
Barbarian Barrel
Fire Spirit Cannon Battle Ram Witch Electro Wizard
The Log
Fire Spirit Cannon Battle Ram Witch
Earthquake
Cannon Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Mega Minion Battle Ram Witch P.E.K.K.A Electro Wizard
Fireball
Cannon Mega Minion Battle Ram Witch Electro Wizard
Poison
Cannon Mega Minion Witch Electro Wizard
Lightning
Cannon Mega Minion Battle Ram Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Mega Minion Battle Ram 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Cannon Mega Minion Battle Ram Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Cannon Mega Minion

Attack Synergies 3 7

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 Mega Minion Battle Ram
Cannon
Mega Minion
Fire Spirit
Battle Ram
The Log Fire Spirit Witch P.E.K.K.A Electro Wizard
Witch
Battle Ram P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Battle Ram Witch The Log
The Log
Battle Ram P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 2 13

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Cannon
The Log Mega Minion Witch Electro Wizard
Mega Minion
Cannon Witch The Log Electro Wizard
Battle Ram
Witch
Cannon Mega Minion The Log Electro Wizard
P.E.K.K.A
The Log Fire Spirit Electro Wizard
The Log
Cannon P.E.K.K.A Fire Spirit Mega Minion Witch Electro Wizard
Electro Wizard
Fire Spirit Cannon Mega Minion Witch 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.

Cannon Mega Minion The Log Electro Wizard
P.E.K.K.A Cannon Mega Minion Witch The Log Electro Wizard
Cannon Witch P.E.K.K.A Fire Spirit Mega Minion Electro Wizard
Cannon Witch P.E.K.K.A Mega Minion Electro Wizard
P.E.K.K.A The Log
The Log Fire Spirit Cannon Mega Minion Electro Wizard
Mega Minion Electro Wizard Fire Spirit Cannon Witch
Cannon P.E.K.K.A The Log Electro Wizard
Cannon Witch P.E.K.K.A
Fire Spirit Cannon Electro Wizard
Witch Electro Wizard Cannon Mega Minion The Log
Mega Minion Witch Electro Wizard
Cannon P.E.K.K.A Fire Spirit Witch The Log Electro Wizard
Fire Spirit Cannon Mega Minion Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon P.E.K.K.A The Log Electro Wizard
Cannon Witch P.E.K.K.A Electro Wizard
Fire Spirit Cannon Mega Minion Witch The Log Electro Wizard
Witch The Log Fire Spirit Cannon Mega Minion Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Fire Spirit Cannon Witch 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.

Witch P.E.K.K.A Electro Wizard
Electro Wizard Mega Minion The Log
P.E.K.K.A Witch The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Witch
Fire Spirit Witch Electro Wizard
P.E.K.K.A Mega Minion Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Mega Minion Witch The Log
Witch P.E.K.K.A Cannon Mega Minion
P.E.K.K.A Mega Minion Witch
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Witch
Cannon Witch
Witch Electro Wizard Mega Minion P.E.K.K.A The Log
Cannon Mega Minion 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.)

The Log
The Log Electro Wizard
The Log
The Log
Fire Spirit The Log
Fire Spirit Mega Minion Witch
Fire Spirit Witch The Log
The Log Fire Spirit
The Log
Fire Spirit Electro Wizard
The Log Electro Wizard
Fire Spirit
Fire Spirit The Log
The Log
Witch The Log
The Log
Fire Spirit Mega Minion The Log Electro Wizard
Fire Spirit Witch The Log
The Log
The Log
The Log
The Log Fire Spirit Witch
Mega Minion Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Fire Spirit Witch Electro Wizard
Electro Wizard Mega Minion Witch
Mega Minion
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Fire Spirit Witch
Fire Spirit Mega Minion Witch Electro Wizard
The Log
Mega Minion Electro Wizard
The Log
Mega Minion P.E.K.K.A
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard

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