My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Firecracker Electro Wizard Magic Archer Little Prince

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 Electro Wizard Magic Archer Little Prince

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.

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 Magic Archer

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 Electro Wizard Magic Archer

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
Minions Skeleton Army
Giant Snowball
Minions Skeleton Army Little Prince
Zap
Minions Firecracker Skeleton Army Little Prince
Barbarian Barrel
Firecracker Skeleton Army Electro Wizard Magic Archer Little Prince
The Log
Firecracker Skeleton Army Little Prince
Earthquake
Firecracker Skeleton Army
Arrows
Minions Firecracker Skeleton Army Little Prince
Royal Delivery
Minions Firecracker Skeleton Army P.E.K.K.A Electro Wizard Magic Archer Little Prince
Fireball
Minions Firecracker Skeleton Army Electro Wizard Magic Archer Little Prince
Poison
Minions Firecracker Skeleton Army Electro Wizard Magic Archer Little Prince
Lightning
Electro Wizard Magic Archer Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Magic Archer

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.

Minions 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 Minions Firecracker Skeleton Army Little Prince Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

11 The Log Minions Firecracker Skeleton Army

Attack Synergies 2 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.

Minions
Firecracker P.E.K.K.A
Firecracker
Minions P.E.K.K.A
Skeleton Army
P.E.K.K.A
Electro Wizard Magic Archer Minions Firecracker The Log
The Log
P.E.K.K.A Magic Archer Little Prince
Electro Wizard
P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A The Log Electro Wizard
Little Prince
The Log

Defense Synergies 2 16

Minions
Firecracker P.E.K.K.A The Log Electro Wizard
Firecracker
The Log Minions Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army
Firecracker The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Minions Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Minions Skeleton Army Electro Wizard Magic Archer Little Prince
Electro Wizard
Minions Firecracker Skeleton Army P.E.K.K.A The Log Magic Archer Little Prince
Magic Archer
Skeleton Army The Log Electro Wizard
Little Prince
The Log Electro Wizard

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.

Minions Firecracker The Log Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Minions Firecracker The Log Electro Wizard
Skeleton Army P.E.K.K.A Minions Electro Wizard
Skeleton Army P.E.K.K.A Minions Firecracker Electro Wizard
Firecracker Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Minions Firecracker Electro Wizard Magic Archer
Minions Electro Wizard Firecracker Magic Archer Little Prince
P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Minions Skeleton Army
Skeleton Army Firecracker Electro Wizard Little Prince
Minions Skeleton Army Electro Wizard Firecracker The Log Magic Archer
Minions Firecracker Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Minions The Log Electro Wizard
Skeleton Army Minions Firecracker P.E.K.K.A The Log Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
Minions Firecracker Skeleton Army P.E.K.K.A Electro Wizard
Minions Firecracker Skeleton Army The Log Electro Wizard Magic Archer Little Prince
The Log Minions Firecracker Electro Wizard Magic Archer Little Prince
P.E.K.K.A Electro Wizard
Skeleton Army Minions Firecracker P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Firecracker The Log Magic Archer
Skeleton Army P.E.K.K.A Minions The Log Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeleton Army
Firecracker Minions Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Minions Firecracker Skeleton Army The Log Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Minions
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A
Firecracker Skeleton Army Magic Archer
Skeleton Army Electro Wizard Minions Firecracker P.E.K.K.A The Log Magic Archer Little Prince
Minions Firecracker P.E.K.K.A The Log Electro Wizard Magic Archer
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.)

Magic Archer Firecracker The Log
Firecracker The Log Electro Wizard Magic Archer
The Log Magic Archer
Firecracker The Log
Firecracker The Log Magic Archer
Firecracker Minions Magic Archer
Firecracker The Log Magic Archer
The Log Firecracker Magic Archer
The Log Firecracker
Minions Electro Wizard
Firecracker The Log Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Minions Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log
Minions
Firecracker The Log Electro Wizard Magic Archer
Firecracker The Log Magic Archer Little Prince
Minions The Log Magic Archer
The Log
The Log
Firecracker The Log Magic Archer Little Prince
Firecracker The Log Electro Wizard Magic Archer
The Log Magic Archer
Firecracker The Log Magic Archer
Firecracker Electro Wizard Magic Archer Little Prince
Electro Wizard Minions Firecracker
The Log Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker The Log Magic Archer
Electro Wizard Minions Skeleton Army Magic Archer
Firecracker Electro Wizard Magic Archer
The Log
Firecracker Electro Wizard Magic Archer
The Log Firecracker Magic Archer
Firecracker P.E.K.K.A
Minions Firecracker The Log Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker The Log Electro Wizard Magic Archer Little Prince
P.E.K.K.A
Firecracker

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