My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Bomber Firecracker Battle Ram 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.

Battle Ram

Damage spells

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

Freeze The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram

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.

Heal Spirit Battle Ram 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 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
Bomber Battle Ram
Giant Snowball
Bomber Battle Ram
Zap
Bomber Firecracker Battle Ram
Barbarian Barrel
Bomber Firecracker Heal Spirit Battle Ram Electro Wizard
The Log
Bomber Firecracker Heal Spirit Battle Ram
Earthquake
Bomber Firecracker
Arrows
Bomber Firecracker Heal Spirit
Royal Delivery
Bomber Firecracker Heal Spirit Battle Ram P.E.K.K.A Electro Wizard
Fireball
Bomber Firecracker Battle Ram Electro Wizard
Poison
Bomber Firecracker Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Freeze The Log

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.

Heal Spirit Battle Ram Freeze 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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bomber The Log Firecracker Battle Ram Freeze Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Bomber The Log Firecracker

Attack Synergies 2 11

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.

Bomber
Heal Spirit Battle Ram P.E.K.K.A
Firecracker
Battle Ram P.E.K.K.A
Heal Spirit
Bomber Battle Ram P.E.K.K.A
Battle Ram
The Log Bomber Firecracker Heal Spirit Freeze P.E.K.K.A Electro Wizard
Freeze
Battle Ram
P.E.K.K.A
Electro Wizard Bomber Firecracker Heal Spirit Battle Ram The Log
The Log
Battle Ram P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 2 8

Bomber
P.E.K.K.A The Log Electro Wizard
Firecracker
The Log P.E.K.K.A Electro Wizard
Heal Spirit
Battle Ram
Freeze
Electro Wizard
P.E.K.K.A
The Log Bomber Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Bomber Electro Wizard
Electro Wizard
Bomber Firecracker Freeze 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.

Bomber Firecracker The Log Electro Wizard
P.E.K.K.A Firecracker The Log Electro Wizard
P.E.K.K.A Bomber Freeze Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Bomber Firecracker P.E.K.K.A The Log
Freeze The Log Bomber Firecracker Electro Wizard
Electro Wizard Firecracker Freeze
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Bomber Firecracker Electro Wizard
Electro Wizard Bomber Firecracker Freeze The Log
Firecracker Electro Wizard
P.E.K.K.A Bomber Freeze The Log Electro Wizard
Bomber Firecracker Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Freeze P.E.K.K.A The Log Electro Wizard
Bomber Firecracker P.E.K.K.A Electro Wizard
Bomber Firecracker The Log Electro Wizard
Freeze The Log Bomber Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

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 Bomber Firecracker The Log
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Firecracker Freeze Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Firecracker The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Bomber Firecracker
Electro Wizard Bomber Firecracker Freeze P.E.K.K.A The Log
Bomber Firecracker Freeze P.E.K.K.A The Log Electro Wizard
Bomber 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.)

Firecracker Freeze The Log
Firecracker The Log Electro Wizard
The Log
Firecracker Freeze The Log
Bomber Firecracker The Log
Firecracker Freeze
Bomber Firecracker The Log
The Log Firecracker Freeze
The Log Firecracker
Electro Wizard
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker Freeze
Firecracker The Log
Bomber Firecracker The Log
Firecracker The Log
Freeze
Bomber
Bomber Firecracker The Log Electro Wizard
Bomber Firecracker The Log
The Log
The Log
The Log
Firecracker Freeze The Log Bomber
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker Freeze
Bomber The Log
Firecracker Freeze Electro Wizard
P.E.K.K.A
Firecracker The Log
Electro Wizard Freeze
Firecracker Electro Wizard
Freeze
The Log
Firecracker Electro Wizard
The Log Bomber Firecracker
Firecracker P.E.K.K.A
Firecracker Freeze The Log Electro Wizard
Firecracker Electro Wizard
Firecracker Freeze The Log Electro Wizard
P.E.K.K.A
Firecracker

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