My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Firecracker Electro Wizard Ram Rider

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.

Firecracker P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Ram Rider

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.

P.E.K.K.A Ram Rider

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.

Firecracker Electro Wizard Ram Rider

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
Ram Rider
Giant Snowball
Cannon Ram Rider
Zap
Cannon Firecracker Ram Rider
Barbarian Barrel
Cannon Firecracker Electro Wizard
The Log
Cannon Firecracker Ram Rider
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker P.E.K.K.A Electro Wizard Ram Rider
Fireball
Cannon Firecracker Electro Wizard Ram Rider
Poison
Cannon Firecracker Electro Wizard
Lightning
Cannon Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows 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.

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.

Mirror The Log Arrows Cannon Firecracker Electro Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

8 Mirror The Log Arrows Cannon

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.

Arrows
Mirror P.E.K.K.A Ram Rider
Cannon
Firecracker
Mirror P.E.K.K.A Ram Rider
Mirror
Arrows The Log Firecracker Ram Rider
P.E.K.K.A
Arrows Electro Wizard Firecracker The Log Ram Rider
The Log
Mirror P.E.K.K.A Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider
Ram Rider
Arrows Firecracker Mirror P.E.K.K.A The Log Electro Wizard

Defense Synergies 5 13

Arrows
Mirror Cannon P.E.K.K.A
Cannon
Mirror The Log Arrows Firecracker Electro Wizard
Firecracker
The Log Cannon Mirror P.E.K.K.A Electro Wizard
Mirror
Arrows Cannon Firecracker The Log Electro Wizard
P.E.K.K.A
The Log Arrows Firecracker Electro Wizard
The Log
Cannon Firecracker P.E.K.K.A Mirror Electro Wizard Ram Rider
Electro Wizard
Cannon Firecracker Mirror P.E.K.K.A The Log Ram Rider
Ram Rider
The Log Electro Wizard

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 Firecracker The Log Electro Wizard Ram Rider
P.E.K.K.A Cannon Firecracker The Log Electro Wizard Ram Rider
Cannon P.E.K.K.A Ram Rider Electro Wizard
Cannon P.E.K.K.A Firecracker Electro Wizard Ram Rider
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Cannon Firecracker Electro Wizard
Electro Wizard Ram Rider Arrows Cannon Firecracker
Arrows Cannon P.E.K.K.A The Log Electro Wizard Ram Rider
Cannon P.E.K.K.A
Cannon Firecracker Electro Wizard
Electro Wizard Arrows Cannon Firecracker The Log Ram Rider
Arrows Firecracker Electro Wizard Ram Rider
Cannon P.E.K.K.A The Log Electro Wizard Ram Rider
Arrows Cannon Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard Ram Rider
Cannon P.E.K.K.A The Log Electro Wizard Ram Rider
Arrows Cannon Firecracker P.E.K.K.A Electro Wizard
Arrows Cannon Firecracker The Log Electro Wizard Ram Rider
Arrows The Log Cannon Firecracker Electro Wizard Ram Rider
P.E.K.K.A Cannon Electro Wizard Ram Rider
Arrows Cannon Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon

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 Firecracker The Log
P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A Cannon Ram Rider
Arrows Firecracker Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker The Log
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Cannon Ram Rider
Cannon Firecracker
Electro Wizard Firecracker P.E.K.K.A The Log
Arrows Cannon Firecracker P.E.K.K.A The Log Electro Wizard
Arrows Cannon 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 Firecracker The Log
Arrows Firecracker The Log Electro Wizard Ram Rider
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Ram Rider
Arrows Firecracker The Log
Arrows The Log Firecracker Ram Rider
Arrows The Log Firecracker Ram Rider
Electro Wizard
Firecracker Arrows The Log Electro Wizard Ram Rider
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log Electro Wizard
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Electro Wizard Ram Rider
Arrows The Log Ram Rider
Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows The Log
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker The Log
Electro Wizard
Arrows Firecracker Electro Wizard Ram Rider
Arrows The Log
Firecracker Electro Wizard
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
P.E.K.K.A
Firecracker

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