My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

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 Prince P.E.K.K.A Royal Ghost 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 Prince Royal Ghost

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.

Barbarians Battle Ram Prince P.E.K.K.A Royal Ghost

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.

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

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 Royal Ghost

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 Prince P.E.K.K.A Royal Ghost

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 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.

The Log Royal Ghost Battle Ram Electro Wizard Barbarians Wizard Prince P.E.K.K.A

Shortest cycle

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

13 The Log Royal Ghost Battle Ram Electro Wizard

Attack Synergies 2 11

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
Battle Ram
The Log P.E.K.K.A Royal Ghost Electro Wizard
Wizard
Prince P.E.K.K.A Royal Ghost
Prince
Wizard The Log Royal Ghost Electro Wizard
P.E.K.K.A
Electro Wizard Battle Ram Wizard The Log
The Log
Battle Ram Prince P.E.K.K.A
Royal Ghost
Battle Ram Wizard Prince Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Prince Royal Ghost

Defense Synergies 2 10

Barbarians
Battle Ram
Wizard
Prince P.E.K.K.A The Log Royal Ghost Electro Wizard
Prince
The Log Wizard Electro Wizard
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
Prince P.E.K.K.A Wizard Royal Ghost Electro Wizard
Royal Ghost
Wizard The Log Electro Wizard
Electro Wizard
Wizard Prince P.E.K.K.A The Log Royal Ghost

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
Barbarians P.E.K.K.A Prince The Log Electro Wizard
Barbarians Prince P.E.K.K.A Electro Wizard
Barbarians Prince P.E.K.K.A Electro Wizard
Barbarians Prince P.E.K.K.A The Log
The Log Royal Ghost Electro Wizard
Electro Wizard Wizard
Barbarians P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Prince
Barbarians Prince Royal Ghost Electro Wizard
Barbarians Electro Wizard Wizard The Log Royal Ghost
Wizard Electro Wizard
Barbarians Prince P.E.K.K.A Wizard The Log Electro Wizard
Wizard Barbarians Prince P.E.K.K.A The Log Royal Ghost Electro Wizard
Barbarians P.E.K.K.A Prince Electro Wizard
Barbarians Prince P.E.K.K.A The Log Electro Wizard
Barbarians Wizard Prince P.E.K.K.A Electro Wizard
Barbarians Wizard Prince The Log Royal Ghost Electro Wizard
Wizard The Log Barbarians Royal Ghost Electro Wizard
Barbarians P.E.K.K.A Prince Electro Wizard
Wizard Royal Ghost Barbarians Prince P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Barbarians Prince P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Wizard Prince The Log Royal Ghost
Barbarians P.E.K.K.A Prince The Log Electro Wizard
Prince P.E.K.K.A Barbarians The Log Electro Wizard
Barbarians P.E.K.K.A Prince
Wizard Electro Wizard
Prince P.E.K.K.A Barbarians Electro Wizard
P.E.K.K.A Barbarians Prince
P.E.K.K.A Electro Wizard Barbarians Prince The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Prince
P.E.K.K.A Barbarians Prince The Log Electro Wizard
Barbarians Prince P.E.K.K.A Wizard
Wizard Barbarians
Barbarians Electro Wizard Prince P.E.K.K.A The Log
Barbarians Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard
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 Royal Ghost
The Log Royal Ghost Electro Wizard
The Log
Barbarians Prince The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Prince Electro Wizard
Wizard Prince The Log Electro Wizard
Wizard
The Log
Prince The Log
Wizard The Log
Wizard The Log
Wizard Prince The Log Electro Wizard
Wizard The Log
Prince The Log
Wizard
Prince The Log
Barbarians The Log
The Log Wizard
The Log Wizard Royal Ghost Electro Wizard
Wizard Prince The Log
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
P.E.K.K.A Prince
Wizard The Log
Electro Wizard Barbarians Prince
Wizard Electro Wizard
The Log
Wizard Prince Electro Wizard
The Log Wizard
Prince P.E.K.K.A
The Log Electro Wizard
Electro Wizard
Prince The Log Royal Ghost Electro Wizard
Prince P.E.K.K.A
Wizard

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