My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Bad

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 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.

Firecracker Wizard

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 Wizard Giant Skeleton P.E.K.K.A

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 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.

Giant Skeleton 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.

Firecracker Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Clone Giant Skeleton P.E.K.K.A

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Firecracker Clone Wizard Giant Skeleton P.E.K.K.A

Shortest cycle

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

7 Mirror Zap The Log Firecracker

Attack Synergies 5 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.

Zap
Firecracker Mirror P.E.K.K.A Giant Skeleton The Log
Firecracker
Zap Mirror Giant Skeleton P.E.K.K.A
Wizard
Giant Skeleton P.E.K.K.A
Mirror
Zap The Log Firecracker Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Zap Firecracker Wizard Mirror The Log
P.E.K.K.A
Zap Firecracker Wizard The Log
The Log
Mirror Zap Giant Skeleton P.E.K.K.A

Defense Synergies 3 12

Zap
Mirror Firecracker Giant Skeleton P.E.K.K.A The Log
Firecracker
The Log Zap Mirror Giant Skeleton P.E.K.K.A
Wizard
Giant Skeleton P.E.K.K.A The Log
Mirror
Zap Firecracker The Log
Clone
Giant Skeleton
Zap Firecracker Wizard The Log
P.E.K.K.A
The Log Zap Firecracker Wizard
The Log
Firecracker P.E.K.K.A Zap Wizard Mirror Giant Skeleton

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 Firecracker Wizard The Log
P.E.K.K.A Zap Firecracker The Log
P.E.K.K.A Giant Skeleton
P.E.K.K.A Firecracker
Firecracker Giant Skeleton P.E.K.K.A The Log
The Log Zap Firecracker
Zap Firecracker Wizard
Zap Giant Skeleton P.E.K.K.A The Log
P.E.K.K.A
Firecracker Giant Skeleton
Zap Firecracker Wizard Giant Skeleton The Log
Zap Firecracker Wizard
P.E.K.K.A Zap Wizard Giant Skeleton The Log
Wizard Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Wizard Firecracker P.E.K.K.A
Zap Firecracker Wizard The Log
Zap Wizard The Log Firecracker Giant Skeleton
P.E.K.K.A
Wizard Firecracker Giant Skeleton 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.

Zap Giant Skeleton P.E.K.K.A
Zap Firecracker Wizard The Log
Giant Skeleton P.E.K.K.A Zap The Log
Giant Skeleton P.E.K.K.A Zap The Log
Giant Skeleton P.E.K.K.A
Firecracker Wizard Zap
P.E.K.K.A Giant Skeleton
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Firecracker The Log
P.E.K.K.A
P.E.K.K.A Giant Skeleton
P.E.K.K.A Zap Giant Skeleton The Log
Giant Skeleton P.E.K.K.A Wizard
Wizard Firecracker
Zap Firecracker Giant Skeleton P.E.K.K.A The Log
Zap Firecracker Wizard Giant Skeleton P.E.K.K.A The Log
Zap

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.)

Firecracker Giant Skeleton The Log
Firecracker Zap The Log
Giant Skeleton The Log
Firecracker Giant Skeleton The Log
Wizard Zap Firecracker The Log
Firecracker Wizard Zap
Firecracker Wizard The Log
The Log Zap Firecracker Wizard
The Log Zap Firecracker Wizard
Firecracker Zap Wizard The Log
Zap Firecracker Wizard
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker Wizard The Log
Firecracker Wizard The Log
Zap Firecracker Wizard The Log
Zap Firecracker Wizard The Log
Giant Skeleton The Log
Wizard
The Log
Zap The Log
Zap Firecracker The Log Wizard
Firecracker The Log Zap Wizard
Zap Wizard The Log
Zap Firecracker The Log
Zap Firecracker Wizard
Zap Firecracker Wizard
Zap Wizard The Log
Zap Firecracker
P.E.K.K.A Giant Skeleton
Firecracker Wizard The Log
Zap
Zap Firecracker Wizard
The Log
Firecracker Wizard
The Log Zap Firecracker Wizard
Zap Giant Skeleton
Firecracker P.E.K.K.A
Zap Firecracker Giant Skeleton The Log
Firecracker Zap
Zap Firecracker Giant Skeleton The Log
P.E.K.K.A
Firecracker Wizard

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