My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Ice 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.

Firecracker P.E.K.K.A Golem Ice Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Tornado The Log

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 Golem

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 Golem

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
Clone
Giant Snowball
Clone
Zap
Firecracker Clone
Barbarian Barrel
Firecracker Clone Ice Wizard
The Log
Firecracker Clone
Earthquake
Firecracker Clone
Arrows
Firecracker Clone
Royal Delivery
Firecracker Clone P.E.K.K.A Ice Wizard
Fireball
Firecracker Clone Ice Wizard
Poison
Firecracker Clone Ice Wizard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado The Log Ice Wizard

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.

Clone Tornado P.E.K.K.A Golem Ice Wizard

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.

Ice 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 Firecracker Clone Tornado Ice Wizard P.E.K.K.A Golem

Shortest cycle

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

8 Mirror The Log Firecracker Clone

Attack Synergies 3 12

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.

Firecracker
Mirror Tornado P.E.K.K.A Golem
Mirror
The Log Firecracker Tornado
Clone
Golem
Tornado
P.E.K.K.A Firecracker Mirror Golem The Log Ice Wizard
P.E.K.K.A
Tornado Firecracker The Log Ice Wizard
Golem
Clone Firecracker Tornado The Log Ice Wizard
The Log
Mirror Tornado P.E.K.K.A Golem
Ice Wizard
Tornado P.E.K.K.A Golem

Defense Synergies 5 9

Firecracker
The Log Mirror Tornado P.E.K.K.A Ice Wizard
Mirror
Tornado Firecracker The Log Ice Wizard
Clone
Tornado
Mirror P.E.K.K.A Ice Wizard Firecracker The Log
P.E.K.K.A
Tornado The Log Firecracker Ice Wizard
Golem
The Log
Firecracker P.E.K.K.A Mirror Tornado Ice Wizard
Ice Wizard
Tornado Firecracker Mirror 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.

Firecracker The Log
P.E.K.K.A Firecracker The Log Ice Wizard
Tornado P.E.K.K.A Ice Wizard
P.E.K.K.A Firecracker Ice Wizard
Firecracker Tornado P.E.K.K.A The Log
Tornado The Log Firecracker Ice Wizard
Tornado Firecracker Ice Wizard
P.E.K.K.A The Log
P.E.K.K.A Tornado Ice Wizard
Tornado Firecracker Ice Wizard
Ice Wizard Firecracker Tornado The Log
Firecracker Tornado Ice Wizard
P.E.K.K.A The Log Ice Wizard
Firecracker Tornado P.E.K.K.A The Log
P.E.K.K.A
Tornado P.E.K.K.A The Log
Firecracker Tornado P.E.K.K.A
Firecracker Tornado The Log Ice Wizard
Tornado The Log Firecracker Ice Wizard
P.E.K.K.A Tornado
Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

P.E.K.K.A
Firecracker The Log
P.E.K.K.A The Log
P.E.K.K.A Tornado The Log
P.E.K.K.A
Firecracker Tornado Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A
P.E.K.K.A Firecracker Tornado The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado The Log
P.E.K.K.A
Firecracker
Firecracker Tornado P.E.K.K.A The Log
Firecracker P.E.K.K.A The Log Ice Wizard
Ice 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.)

Firecracker The Log
Firecracker Tornado The Log Ice Wizard
The Log
Firecracker The Log
Firecracker The Log
Firecracker Tornado Ice Wizard
Firecracker Tornado The Log
The Log Firecracker Tornado Ice Wizard
The Log Firecracker Tornado
Tornado
Firecracker Tornado The Log
Firecracker Tornado
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Tornado
Firecracker The Log
Firecracker Tornado The Log
The Log
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log Ice Wizard
Firecracker The Log Tornado Ice Wizard
Tornado The Log
Firecracker Tornado The Log
Firecracker Tornado Ice Wizard
Firecracker
The Log
Firecracker
P.E.K.K.A
Firecracker The Log
Firecracker Tornado Ice Wizard
The Log
Firecracker
The Log Firecracker
Tornado
Firecracker P.E.K.K.A
Firecracker Tornado The Log
Firecracker Tornado
Firecracker Tornado The Log
P.E.K.K.A
Firecracker

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