My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Similar decks

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.

Wizard Balloon P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap The Log

Punishments

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

Balloon Bandit

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.

Balloon P.E.K.K.A Bandit

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.

Balloon Bandit 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
Skeleton Army Balloon Bandit
Giant Snowball
Skeleton Army Balloon
Zap
Skeleton Army Balloon Bandit
Barbarian Barrel
Wizard Skeleton Army Bandit Electro Wizard
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Balloon P.E.K.K.A Bandit Electro Wizard
Fireball
Wizard Skeleton Army Balloon Bandit Electro Wizard
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Bandit Electro Wizard
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

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.

Zap The Log Skeleton Army Bandit Electro Wizard Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Zap The Log Skeleton Army Bandit

Attack Synergies 4 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.

Zap
Balloon P.E.K.K.A Electro Wizard The Log Bandit
Wizard
Balloon P.E.K.K.A Bandit
Skeleton Army
Balloon
Zap Wizard The Log Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Wizard The Log
The Log
Zap Balloon P.E.K.K.A Bandit
Bandit
Zap Wizard Balloon The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Balloon Bandit

Defense Synergies 2 16

Zap
Electro Wizard Skeleton Army P.E.K.K.A The Log Bandit
Wizard
Skeleton Army P.E.K.K.A The Log Bandit Electro Wizard
Skeleton Army
Zap Wizard The Log Bandit Electro Wizard
Balloon
P.E.K.K.A
The Log Zap Wizard Electro Wizard
The Log
P.E.K.K.A Zap Wizard Skeleton Army Bandit Electro Wizard
Bandit
Zap Wizard Skeleton Army The Log Electro Wizard
Electro Wizard
Zap Wizard Skeleton Army P.E.K.K.A The Log Bandit

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 Wizard The Log Electro Wizard
Skeleton Army P.E.K.K.A Zap The Log Bandit Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zap Bandit Electro Wizard
Electro Wizard Zap Wizard
Zap P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Skeleton Army
Skeleton Army Bandit Electro Wizard
Skeleton Army Electro Wizard Zap Wizard The Log Bandit
Zap Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Wizard The Log Bandit Electro Wizard
Wizard Skeleton Army Zap P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
Skeleton Army Zap P.E.K.K.A The Log Bandit Electro Wizard
Wizard Skeleton Army P.E.K.K.A Electro Wizard
Zap Wizard Skeleton Army The Log Bandit Electro Wizard
Zap Wizard The Log Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Wizard The Log
Skeleton Army P.E.K.K.A Bandit Zap The Log Electro Wizard
Skeleton Army P.E.K.K.A Zap The Log Bandit Electro Wizard
P.E.K.K.A Skeleton Army Bandit
Wizard Zap Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Skeleton Army The Log Bandit
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap The Log Electro Wizard
Skeleton Army P.E.K.K.A Wizard Bandit
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap P.E.K.K.A The Log
Zap Wizard P.E.K.K.A The Log Electro Wizard
Zap 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 Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard Bandit
Electro Wizard
Zap Wizard The Log Bandit Electro Wizard
Zap Wizard
The Log Bandit
Bandit
Zap The Log
Zap Wizard The Log Bandit
Wizard The Log Bandit
Zap Wizard The Log Bandit Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Bandit Electro Wizard
Zap Wizard The Log Bandit
Zap The Log Bandit
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Skeleton Army Bandit
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard
P.E.K.K.A
Wizard

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