My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

Similar decks

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.

Missing

Investments

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

Wizard P.E.K.K.A Electro Wizard Goblinstein

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.

Arrows Tornado Lightning The Log

Pump responses

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

Lightning

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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.

Arrows Tornado 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 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 Arrows Tornado Electro Wizard Wizard Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Tornado Electro Wizard

Attack Synergies 4 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.

Arrows
P.E.K.K.A Lightning
Wizard
Tornado P.E.K.K.A
Tornado
Wizard P.E.K.K.A The Log
Lightning
Arrows
P.E.K.K.A
Arrows Tornado Electro Wizard Wizard The Log
The Log
Tornado P.E.K.K.A
Electro Wizard
P.E.K.K.A
Goblinstein

Defense Synergies 3 11

Arrows
Tornado Lightning P.E.K.K.A
Wizard
Tornado P.E.K.K.A The Log Electro Wizard
Tornado
Wizard P.E.K.K.A Arrows The Log Electro Wizard
Lightning
Arrows The Log
P.E.K.K.A
Tornado The Log Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Wizard Tornado Lightning Electro Wizard
Electro Wizard
Wizard Tornado P.E.K.K.A The Log
Goblinstein

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.

Lightning Wizard The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
Tornado P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A Electro Wizard
Lightning Arrows Tornado P.E.K.K.A The Log
Arrows Tornado The Log Electro Wizard
Tornado Lightning Electro Wizard Arrows Wizard
Lightning Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tornado
Tornado Electro Wizard
Electro Wizard Arrows Wizard Tornado The Log
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Wizard Lightning The Log Electro Wizard
Wizard Arrows Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Lightning P.E.K.K.A The Log Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Electro Wizard
Arrows Wizard Tornado The Log Electro Wizard
Arrows Wizard Tornado The Log Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Arrows P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard Lightning The Log
P.E.K.K.A Lightning The Log Electro Wizard
Lightning P.E.K.K.A Tornado The Log Electro Wizard
P.E.K.K.A
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A
Lightning P.E.K.K.A Electro Wizard Tornado The Log
P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Arrows Tornado The Log Electro Wizard
Lightning P.E.K.K.A Wizard
Wizard
Electro Wizard Tornado Lightning P.E.K.K.A The Log
Arrows Wizard P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Lightning Arrows The Log
Arrows Tornado The Log Electro Wizard
Lightning Arrows The Log
Lightning Arrows The Log
Wizard Arrows The Log
Arrows Wizard Tornado
Arrows Wizard Tornado The Log
Arrows The Log Wizard Tornado Lightning
Arrows The Log Wizard Tornado Lightning
Lightning Tornado Electro Wizard
Lightning Arrows Wizard Tornado The Log Electro Wizard
Lightning Arrows Wizard Tornado
Lightning The Log
Lightning Arrows
Lightning Arrows The Log
Lightning Arrows Wizard The Log
Lightning Arrows Wizard The Log
Lightning Arrows Tornado
Lightning
Lightning Arrows Wizard The Log Electro Wizard
Lightning Arrows Wizard Tornado The Log
Lightning The Log
Lightning Arrows Wizard Tornado
Tornado Lightning The Log
Lightning Arrows The Log
Arrows Tornado The Log Wizard
Arrows The Log Wizard Tornado Lightning Electro Wizard
Lightning Arrows Wizard Tornado The Log
Lightning Arrows Tornado The Log
Lightning Arrows Wizard Tornado Electro Wizard
Lightning Electro Wizard Wizard
Lightning
Lightning Arrows Wizard The Log
Lightning Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard Lightning The Log
Lightning Electro Wizard
Lightning Arrows Wizard Tornado Electro Wizard
Arrows The Log
Lightning Wizard Electro Wizard
Arrows The Log Wizard Lightning
Lightning Arrows Tornado
P.E.K.K.A
Tornado Lightning The Log Electro Wizard
Tornado Lightning Electro Wizard
Lightning Tornado The Log Electro Wizard
P.E.K.K.A
Lightning Wizard

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