My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
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.

Electro Wizard Inferno Dragon

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.

Skeletons P.E.K.K.A Fisherman Electro Wizard Inferno Dragon

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 Freeze 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

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
Skeletons Fisherman Inferno Dragon
Giant Snowball
Skeletons Fisherman Inferno Dragon
Zap
Skeletons Fisherman Inferno Dragon
Barbarian Barrel
Skeletons Electro Wizard
The Log
Skeletons Fisherman
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons P.E.K.K.A Fisherman Electro Wizard Inferno Dragon
Fireball
Fisherman Electro Wizard Inferno Dragon
Poison
Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Freeze 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.

Rage Freeze P.E.K.K.A Inferno Dragon

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.

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.

Skeletons Rage The Log Fisherman Freeze Electro Wizard Inferno Dragon P.E.K.K.A

Shortest cycle

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

8 Skeletons Rage The Log Fisherman

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.

Skeletons
Rage
Electro Wizard
Freeze
P.E.K.K.A
Electro Wizard The Log Fisherman
The Log
P.E.K.K.A Fisherman
Fisherman
P.E.K.K.A The Log
Electro Wizard
P.E.K.K.A Rage
Inferno Dragon

Defense Synergies 2 11

Skeletons
Fisherman P.E.K.K.A The Log Electro Wizard Inferno Dragon
Rage
Freeze
Electro Wizard
P.E.K.K.A
The Log Skeletons Fisherman Electro Wizard
The Log
P.E.K.K.A Skeletons Fisherman Electro Wizard Inferno Dragon
Fisherman
Skeletons P.E.K.K.A The Log
Electro Wizard
Skeletons Freeze P.E.K.K.A The Log Inferno Dragon
Inferno Dragon
Skeletons 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.

The Log Electro Wizard
P.E.K.K.A Inferno Dragon Skeletons The Log Fisherman Electro Wizard
P.E.K.K.A Fisherman Skeletons Freeze Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Skeletons Fisherman Electro Wizard
P.E.K.K.A The Log
Freeze The Log Skeletons Electro Wizard
Electro Wizard Inferno Dragon Freeze
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon Skeletons Fisherman
Skeletons Fisherman Electro Wizard
Electro Wizard Skeletons Freeze The Log Fisherman
Inferno Dragon Electro Wizard
P.E.K.K.A Skeletons Freeze The Log Electro Wizard
Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard
Freeze P.E.K.K.A The Log Fisherman Electro Wizard Inferno Dragon
Skeletons P.E.K.K.A Fisherman Electro Wizard
The Log Fisherman Electro Wizard
Freeze The Log Fisherman Electro Wizard Inferno Dragon
P.E.K.K.A Fisherman Electro Wizard Inferno Dragon
P.E.K.K.A The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Fisherman Electro Wizard
Electro Wizard The Log Fisherman Inferno Dragon
P.E.K.K.A Skeletons The Log Fisherman Electro Wizard
P.E.K.K.A The Log Fisherman Electro Wizard
P.E.K.K.A Skeletons Fisherman Inferno Dragon
Skeletons Freeze Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Fisherman Inferno Dragon
Freeze P.E.K.K.A Electro Wizard Skeletons The Log Inferno Dragon
P.E.K.K.A Skeletons Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Electro Wizard Skeletons Freeze P.E.K.K.A The Log Fisherman Inferno Dragon
Freeze P.E.K.K.A The Log Electro Wizard Inferno Dragon
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.)

Freeze The Log
The Log Fisherman Electro Wizard
The Log
Freeze The Log
The Log
Freeze
The Log
The Log Freeze
The Log Fisherman
Fisherman Electro Wizard
The Log Fisherman Electro Wizard
The Log Fisherman
Freeze Fisherman
The Log Fisherman
The Log
The Log
Freeze
Fisherman
The Log Fisherman Electro Wizard
The Log
The Log
The Log Fisherman
The Log
Freeze The Log
Fisherman Inferno Dragon
The Log Fisherman Electro Wizard
The Log Fisherman
The Log Fisherman
Electro Wizard
Electro Wizard Freeze
The Log
Freeze Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Freeze
Electro Wizard
Freeze
The Log
Electro Wizard
The Log
P.E.K.K.A
Freeze The Log Electro Wizard
Electro Wizard
Freeze The Log Electro Wizard
P.E.K.K.A Inferno Dragon

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