My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

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.

Baby Dragon P.E.K.K.A Golden Knight

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 Tornado The Log

Punishments

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

Golden Knight

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.

Electro Spirit Baby Dragon 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 Spirit Golden Knight

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
Guards
Giant Snowball
Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Electro Spirit Guards
The Log
Electro Spirit Guards
Earthquake
Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Guards Baby Dragon P.E.K.K.A
Fireball
Baby Dragon
Poison
Guards
Lightning
Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Tornado Baby Dragon 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.

Electro Spirit Guards Tornado Baby Dragon P.E.K.K.A

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.

Electro Spirit Zap The Log Guards Tornado Baby Dragon Golden Knight P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Zap The Log Guards

Attack Synergies 4 9

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.

Electro Spirit
Zap P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Spirit Guards Baby Dragon The Log
Guards
Zap The Log
Tornado
Zap Baby Dragon P.E.K.K.A The Log
Baby Dragon
Tornado Zap P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Spirit Baby Dragon The Log
The Log
Zap Guards Tornado P.E.K.K.A
Golden Knight

Defense Synergies 2 17

Electro Spirit
Zap Baby Dragon The Log Golden Knight
Zap
Electro Spirit Guards Tornado Baby Dragon P.E.K.K.A The Log Golden Knight
Guards
Zap Baby Dragon The Log
Tornado
P.E.K.K.A Zap Baby Dragon The Log
Baby Dragon
Electro Spirit Zap Guards Tornado P.E.K.K.A The Log
P.E.K.K.A
Tornado The Log Zap Baby Dragon
The Log
P.E.K.K.A Electro Spirit Zap Guards Tornado Baby Dragon Golden Knight
Golden Knight
Electro Spirit Zap 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 Baby Dragon The Log Golden Knight
P.E.K.K.A Zap The Log
Tornado P.E.K.K.A
P.E.K.K.A Guards
Tornado P.E.K.K.A The Log
Tornado The Log Electro Spirit Zap Guards Baby Dragon
Tornado Electro Spirit Zap Baby Dragon
Electro Spirit Zap Baby Dragon P.E.K.K.A The Log Golden Knight
P.E.K.K.A Tornado
Guards Tornado
Guards Electro Spirit Zap Tornado Baby Dragon The Log
Zap Tornado Baby Dragon
P.E.K.K.A Zap Guards The Log
Electro Spirit Zap Guards Tornado Baby Dragon P.E.K.K.A The Log Golden Knight
P.E.K.K.A
Tornado Zap P.E.K.K.A The Log
Tornado P.E.K.K.A
Electro Spirit Zap Guards Tornado Baby Dragon The Log Golden Knight
Zap Tornado Baby Dragon The Log Electro Spirit Guards
P.E.K.K.A Tornado
Electro Spirit Guards Baby Dragon P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A
Zap Baby Dragon The Log
Guards P.E.K.K.A Zap The Log Golden Knight
Guards P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Guards
Electro Spirit Zap Tornado Baby Dragon
Guards P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Tornado Baby Dragon The Log
P.E.K.K.A Guards
P.E.K.K.A Guards Golden Knight
P.E.K.K.A Zap Guards Tornado The Log
P.E.K.K.A Guards Golden Knight
Baby Dragon
Guards Electro Spirit Zap Tornado Baby Dragon P.E.K.K.A The Log Golden Knight
Electro Spirit Zap Baby Dragon P.E.K.K.A The Log Golden Knight
Electro Spirit Zap

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.)

Guards Baby Dragon The Log Golden Knight
Zap Tornado Baby Dragon The Log Golden Knight
Baby Dragon The Log
Guards The Log
Zap Baby Dragon The Log
Electro Spirit Zap Tornado Baby Dragon
Tornado Baby Dragon The Log
The Log Zap Tornado Baby Dragon
The Log Zap Tornado Golden Knight
Guards Tornado
Zap Tornado The Log Golden Knight
Zap Tornado Baby Dragon
Baby Dragon The Log Golden Knight
Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log Golden Knight
Baby Dragon The Log
Tornado
Zap Baby Dragon The Log
Zap Tornado Baby Dragon The Log Golden Knight
Baby Dragon The Log
Tornado
Tornado The Log
Zap Baby Dragon The Log
Zap Tornado The Log Electro Spirit Baby Dragon
The Log Zap Tornado Baby Dragon Golden Knight
Zap Tornado Baby Dragon The Log Golden Knight
Zap Tornado Baby Dragon The Log Golden Knight
Zap Tornado Baby Dragon
Zap Electro Spirit Guards
Zap The Log
Zap Electro Spirit
P.E.K.K.A
The Log
Zap Electro Spirit Guards
Zap Tornado Baby Dragon
The Log
Baby Dragon
The Log Zap Baby Dragon
Zap Tornado
P.E.K.K.A
Zap Electro Spirit Guards Tornado Baby Dragon The Log Golden Knight
Zap Tornado
Zap Tornado Baby Dragon The Log Golden Knight
P.E.K.K.A

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