My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Skeletons Battle Ram 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.

Mortar Battle Ram

Damage spells

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

Zap Arrows The Log

Punishments

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

Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mortar 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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Arrows Mortar Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Arrows

Attack Synergies 7 8

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.

Skeletons
Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Mortar The Log
Arrows
Zap P.E.K.K.A Mortar Battle Ram
Mortar
Zap Arrows The Log
Battle Ram
Zap The Log Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram The Log
The Log
Battle Ram Zap Mortar P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Battle Ram

Defense Synergies 2 15

Skeletons
Zap Mortar P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Skeletons Arrows Mortar P.E.K.K.A The Log
Arrows
Zap Mortar P.E.K.K.A
Mortar
Skeletons Zap Arrows The Log Electro Wizard
Battle Ram
P.E.K.K.A
The Log Skeletons Zap Arrows Electro Wizard
The Log
P.E.K.K.A Skeletons Zap Mortar Electro Wizard
Electro Wizard
Zap Skeletons Mortar 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.

Zap Mortar The Log Electro Wizard
P.E.K.K.A Skeletons Zap Mortar The Log Electro Wizard
Mortar P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Mortar Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Zap Electro Wizard
Electro Wizard Zap Arrows Mortar
Zap Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Mortar
Skeletons Electro Wizard
Electro Wizard Skeletons Zap Arrows The Log
Arrows Zap Electro Wizard
Mortar P.E.K.K.A Skeletons Zap The Log Electro Wizard
Zap Arrows Mortar P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Zap Mortar P.E.K.K.A The Log Electro Wizard
Skeletons Arrows Mortar P.E.K.K.A Electro Wizard
Arrows Mortar Zap The Log Electro Wizard
Zap Arrows Mortar The Log Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mortar The Log
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons
Arrows Skeletons Zap Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Mortar The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Arrows The Log Electro Wizard
P.E.K.K.A Skeletons
Electro Wizard Skeletons Zap Mortar P.E.K.K.A The Log
Arrows Zap P.E.K.K.A The Log Electro Wizard
Zap Arrows Mortar 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 Mortar The Log
Arrows Mortar Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Zap Arrows Mortar The Log
Arrows Zap
Arrows Mortar The Log
Arrows The Log Zap
Arrows The Log Zap Mortar
Electro Wizard
Zap Arrows Mortar The Log Electro Wizard
Zap Arrows
Mortar The Log
Arrows Mortar
Zap Arrows Mortar The Log
Zap Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Zap Arrows Mortar The Log Electro Wizard
Zap Arrows Mortar The Log
The Log
Arrows
The Log
Zap Arrows Mortar The Log
Zap Arrows The Log Mortar
Arrows Mortar The Log Zap Electro Wizard
Zap Arrows Mortar The Log
Zap Arrows Mortar The Log
Zap Arrows Electro Wizard
Zap Electro Wizard
Zap Arrows Mortar The Log
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Zap Electro Wizard
Zap Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log Zap Mortar
Zap Arrows
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap Mortar The Log Electro Wizard
P.E.K.K.A
Mortar

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