My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Bad

1 problems 1 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!
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.

Wizard Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Tombstone Wizard 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.

Missing

Damage spells

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

Zap Fireball The Log

Pump responses

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

Fireball

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

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
Guards
Giant Snowball
Tombstone Guards
Zap
Tombstone Guards
Barbarian Barrel
Tombstone Wizard Guards Electro Wizard
The Log
Tombstone Guards
Earthquake
Tombstone Guards
Arrows
Tombstone Guards
Royal Delivery
Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Tombstone Wizard Electro Wizard
Poison
Tombstone Wizard Guards Electro Wizard
Lightning
Tombstone Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard 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.

Tombstone Guards 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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Tombstone Guards Fireball Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Tombstone Guards

Attack Synergies 4 7

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
Fireball P.E.K.K.A Electro Wizard Guards The Log
Tombstone
Fireball
Zap The Log Electro Wizard
Wizard
P.E.K.K.A
Guards
Zap The Log
P.E.K.K.A
Zap Electro Wizard Wizard The Log
The Log
Zap Fireball Guards P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Fireball

Defense Synergies 4 17

Zap
Fireball Electro Wizard Tombstone Guards P.E.K.K.A The Log
Tombstone
Zap Fireball Wizard Guards Electro Wizard
Fireball
Zap The Log Tombstone Electro Wizard
Wizard
Tombstone Guards P.E.K.K.A The Log Electro Wizard
Guards
Zap Tombstone Wizard The Log Electro Wizard
P.E.K.K.A
The Log Zap Wizard Electro Wizard
The Log
Fireball P.E.K.K.A Zap Wizard Guards Electro Wizard
Electro Wizard
Zap Tombstone Fireball Wizard Guards 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 Tombstone Fireball Wizard The Log Electro Wizard
P.E.K.K.A Zap Tombstone The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Guards Electro Wizard
Tombstone Fireball P.E.K.K.A The Log
Fireball The Log Zap Guards Electro Wizard
Electro Wizard Zap Tombstone Fireball Wizard
Zap Fireball P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone
Guards Electro Wizard
Guards Electro Wizard Zap Tombstone Fireball Wizard The Log
Zap Fireball Wizard Electro Wizard
Tombstone P.E.K.K.A Zap Fireball Wizard Guards The Log Electro Wizard
Fireball Wizard Zap Tombstone Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Zap Fireball P.E.K.K.A The Log Electro Wizard
Wizard Tombstone Fireball P.E.K.K.A Electro Wizard
Tombstone Fireball Zap Wizard Guards The Log Electro Wizard
Zap Wizard The Log Tombstone Fireball Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fireball Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Guards Zap Tombstone Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard The Log
Tombstone Guards P.E.K.K.A Zap The Log Electro Wizard
Guards P.E.K.K.A Zap Fireball The Log Electro Wizard
P.E.K.K.A Tombstone Guards
Fireball Wizard Zap Electro Wizard
Guards P.E.K.K.A Tombstone Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tombstone Fireball The Log
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards
P.E.K.K.A Zap Fireball Guards The Log Electro Wizard
P.E.K.K.A Tombstone Fireball Wizard Guards
Wizard Fireball
Tombstone Guards Electro Wizard Zap Fireball P.E.K.K.A The Log
Zap Fireball Wizard P.E.K.K.A The Log Electro Wizard
Zap Tombstone Fireball 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.)

Fireball Guards The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball Guards The Log
Fireball Wizard Zap The Log
Fireball Wizard Zap
Wizard The Log
Fireball The Log Zap Wizard
Fireball The Log Zap Wizard
Fireball Guards Electro Wizard
Zap Fireball Wizard The Log Electro Wizard
Fireball Zap Wizard
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Zap Fireball Wizard The Log Electro Wizard
Zap Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Zap Fireball The Log
Zap The Log Fireball Wizard
Fireball The Log Zap Wizard Electro Wizard
Fireball Zap Wizard The Log
Fireball Zap The Log
Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard Guards
Fireball
Zap Fireball Wizard The Log
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard The Log
Zap Electro Wizard Tombstone Fireball Guards
Fireball Zap Wizard Electro Wizard
The Log Fireball
Fireball Wizard Electro Wizard
The Log Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Fireball Guards The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
P.E.K.K.A
Fireball Wizard

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