My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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!
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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Wizard Phoenix

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.

Knight Firecracker Wizard P.E.K.K.A Phoenix Mega Knight

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.

Rage The Log

Punishments

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

Mega Knight

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.

Knight P.E.K.K.A Phoenix Mega Knight

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

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard The Log Mega Knight

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.

Knight Rage P.E.K.K.A Mega Knight

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

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.

Rage The Log Knight Firecracker Phoenix Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Rage The Log Knight Firecracker

Attack Synergies 1 10

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.

Knight
Firecracker Wizard The Log
Firecracker
Knight P.E.K.K.A Mega Knight
Wizard
Knight Rage P.E.K.K.A Mega Knight
Rage
Wizard Phoenix
P.E.K.K.A
Firecracker Wizard The Log
The Log
Knight P.E.K.K.A Mega Knight
Phoenix
Rage
Mega Knight
Firecracker Wizard The Log

Defense Synergies 3 9

Knight
Firecracker Wizard The Log Phoenix
Firecracker
Knight The Log P.E.K.K.A Mega Knight
Wizard
Knight P.E.K.K.A The Log Mega Knight
Rage
P.E.K.K.A
The Log Firecracker Wizard
The Log
Firecracker P.E.K.K.A Knight Wizard Mega Knight
Phoenix
Knight
Mega Knight
Firecracker Wizard 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.

Knight Firecracker Wizard The Log
P.E.K.K.A Knight Firecracker The Log Phoenix Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Firecracker Phoenix Mega Knight
Firecracker P.E.K.K.A The Log Mega Knight
The Log Firecracker Mega Knight
Firecracker Wizard Phoenix
P.E.K.K.A The Log Phoenix Mega Knight
P.E.K.K.A Phoenix
Knight Firecracker Phoenix Mega Knight
Knight Firecracker Wizard The Log Mega Knight
Firecracker Wizard Phoenix
P.E.K.K.A Mega Knight Knight Wizard The Log
Wizard Mega Knight Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight Phoenix Mega Knight
P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Knight Firecracker P.E.K.K.A
Mega Knight Knight Firecracker Wizard The Log
Wizard The Log Knight Firecracker Mega Knight
P.E.K.K.A Phoenix
Wizard Mega Knight Knight 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.

Knight Mega Knight P.E.K.K.A
Knight Firecracker Wizard The Log Phoenix Mega Knight
P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Mega Knight Knight The Log Phoenix
P.E.K.K.A Knight Phoenix Mega Knight
Firecracker Wizard
P.E.K.K.A Knight Phoenix
P.E.K.K.A Mega Knight Knight Phoenix
P.E.K.K.A Mega Knight Knight Firecracker The Log Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Mega Knight Knight Phoenix
P.E.K.K.A Mega Knight The Log Phoenix
P.E.K.K.A Mega Knight Knight Wizard
Wizard Firecracker Mega Knight
Phoenix Knight Firecracker P.E.K.K.A The Log
Mega Knight Firecracker Wizard P.E.K.K.A The Log Phoenix

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.)

Knight Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Wizard Firecracker The Log Mega Knight
Firecracker Wizard
Firecracker Wizard The Log
The Log Firecracker Wizard
The Log Firecracker Wizard
Firecracker Knight Wizard The Log
Firecracker Wizard
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Firecracker The Log Wizard Mega Knight
Firecracker The Log Wizard
Wizard The Log Mega Knight
Firecracker The Log
Firecracker Wizard
Firecracker Wizard
Wizard The Log Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard The Log
Firecracker Wizard
The Log
Knight Firecracker Wizard Mega Knight
The Log Firecracker Wizard
Firecracker P.E.K.K.A Mega Knight
Firecracker The Log
Firecracker
Firecracker The Log Mega Knight

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