My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse Monk

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Electro Wizard Mother Witch Archer Queen

Defensive buildings

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

Inferno Tower

Investments

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

Wizard P.E.K.K.A Electro Wizard Mother Witch Archer Queen

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.

Rocket The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

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 Archer Queen

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
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Inferno Tower Wizard Electro Wizard
The Log
Earthquake
Inferno Tower
Arrows
Royal Delivery
Wizard P.E.K.K.A Electro Wizard Mother Witch
Fireball
Inferno Tower Wizard Electro Wizard Mother Witch
Poison
Inferno Tower Wizard Electro Wizard Mother Witch
Lightning
Inferno Tower Wizard Electro Wizard Mother Witch Archer Queen
Rocket
Inferno Tower Wizard Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Inferno Tower Rocket P.E.K.K.A Mother Witch

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.

The Log Electro Wizard Mother Witch Inferno Tower Wizard Archer Queen Rocket P.E.K.K.A

Shortest cycle

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

15 The Log Electro Wizard Mother Witch Inferno Tower

Attack Synergies 1 4

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.

Inferno Tower
Wizard
P.E.K.K.A
Rocket
P.E.K.K.A
Electro Wizard Wizard The Log Mother Witch Archer Queen
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A
Mother Witch
P.E.K.K.A
Archer Queen
P.E.K.K.A

Defense Synergies 4 7

Inferno Tower
The Log Electro Wizard
Wizard
P.E.K.K.A The Log Electro Wizard
Rocket
The Log
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
Inferno Tower P.E.K.K.A Archer Queen Wizard Rocket Electro Wizard Mother Witch
Electro Wizard
Inferno Tower Wizard P.E.K.K.A The Log
Mother Witch
The Log
Archer Queen
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.

Rocket Inferno Tower Wizard The Log Electro Wizard
Inferno Tower P.E.K.K.A The Log Electro Wizard
Inferno Tower Rocket P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard
Rocket P.E.K.K.A The Log
The Log Electro Wizard Mother Witch
Inferno Tower Rocket Electro Wizard Wizard
Rocket Inferno Tower P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Archer Queen
Inferno Tower Electro Wizard
Electro Wizard Mother Witch Wizard The Log
Inferno Tower Wizard Electro Wizard
Inferno Tower P.E.K.K.A Wizard Rocket The Log Electro Wizard
Wizard Rocket P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower Rocket P.E.K.K.A The Log Electro Wizard
Wizard Inferno Tower P.E.K.K.A Electro Wizard
Wizard The Log Electro Wizard
Wizard The Log Electro Wizard Mother Witch
P.E.K.K.A Inferno Tower Electro Wizard
Wizard P.E.K.K.A The Log Electro Wizard Mother Witch

Counters to secondary win conditions

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

Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Wizard Rocket The Log
P.E.K.K.A Inferno Tower Rocket The Log Electro Wizard
Rocket P.E.K.K.A Inferno Tower The Log Electro Wizard
Inferno Tower P.E.K.K.A
Wizard Rocket Mother Witch Electro Wizard
Rocket P.E.K.K.A Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A
Rocket P.E.K.K.A Electro Wizard Inferno Tower The Log
Inferno Tower P.E.K.K.A
P.E.K.K.A Inferno Tower
Rocket P.E.K.K.A The Log Electro Wizard Archer Queen
Rocket P.E.K.K.A Inferno Tower Wizard
Wizard
Inferno Tower Electro Wizard Rocket P.E.K.K.A The Log Archer Queen
Inferno Tower Wizard P.E.K.K.A The Log Electro Wizard Mother Witch Archer Queen

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.)

Rocket The Log
The Log Electro Wizard
Rocket The Log
Rocket The Log
Wizard Rocket The Log
Wizard Mother Witch Rocket
Wizard The Log
The Log Wizard
The Log Wizard
Rocket Electro Wizard
Rocket Wizard The Log Electro Wizard
Wizard Rocket Archer Queen
Rocket The Log
Rocket
The Log
Rocket Wizard The Log
Wizard Rocket The Log
Rocket
Rocket
Rocket Wizard The Log Electro Wizard
Rocket Wizard The Log Mother Witch
Rocket The Log
Rocket Wizard
Rocket The Log
Rocket The Log
The Log Mother Witch Wizard
The Log Wizard Electro Wizard
Wizard The Log
Rocket The Log
Wizard Electro Wizard Mother Witch
Rocket Electro Wizard Wizard
Wizard Rocket The Log
Rocket Electro Wizard
P.E.K.K.A
Rocket Wizard The Log
Electro Wizard Rocket
Rocket Wizard Electro Wizard Archer Queen
The Log
Wizard Rocket Electro Wizard
The Log Wizard
Rocket Archer Queen
P.E.K.K.A Archer Queen
Rocket The Log Electro Wizard Archer Queen
Rocket Electro Wizard Archer Queen
Rocket The Log Electro Wizard Archer Queen

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