My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Baby Dragon Ice 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 Baby Dragon P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Graveyard

Damage spells

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

Zap The Log

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon 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 Graveyard

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 Graveyard
Giant Snowball
Bomber Baby Dragon Graveyard
Zap
Bomber Firecracker Graveyard
Barbarian Barrel
Bomber Firecracker Ice Wizard Graveyard
The Log
Bomber Firecracker Graveyard
Earthquake
Bomber Firecracker Graveyard
Arrows
Bomber Firecracker Graveyard
Royal Delivery
Bomber Firecracker Baby Dragon P.E.K.K.A Ice Wizard Graveyard
Fireball
Bomber Firecracker Baby Dragon Ice Wizard
Poison
Bomber Firecracker Ice Wizard Graveyard
Lightning
Baby Dragon Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker Baby Dragon The Log Ice Wizard

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.

Baby Dragon P.E.K.K.A Ice Wizard

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.

Graveyard

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.

Ice 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.

Bomber Zap The Log Firecracker Ice Wizard Baby Dragon Graveyard P.E.K.K.A

Shortest cycle

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

9 Bomber Zap The Log Firecracker

Attack Synergies 4 16

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
Zap Baby Dragon P.E.K.K.A Graveyard
Zap
Firecracker P.E.K.K.A Graveyard Bomber Baby Dragon The Log Ice Wizard
Firecracker
Zap Baby Dragon P.E.K.K.A
Baby Dragon
Graveyard Bomber Zap Firecracker P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap Bomber Firecracker Baby Dragon The Log Ice Wizard Graveyard
The Log
Zap P.E.K.K.A Graveyard
Ice Wizard
Zap Baby Dragon P.E.K.K.A Graveyard
Graveyard
Zap Baby Dragon Bomber P.E.K.K.A The Log Ice Wizard

Defense Synergies 3 15

Bomber
Zap P.E.K.K.A The Log
Zap
Bomber Firecracker Baby Dragon P.E.K.K.A The Log Ice Wizard
Firecracker
The Log Zap Baby Dragon P.E.K.K.A Ice Wizard
Baby Dragon
Ice Wizard Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A
The Log Bomber Zap Firecracker Baby Dragon Ice Wizard
The Log
Firecracker P.E.K.K.A Bomber Zap Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon Zap Firecracker P.E.K.K.A The Log
Graveyard

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 Zap Firecracker Baby Dragon The Log
P.E.K.K.A Zap Firecracker The Log Ice Wizard
P.E.K.K.A Bomber Ice Wizard
P.E.K.K.A Firecracker Ice Wizard
Bomber Firecracker P.E.K.K.A The Log
The Log Bomber Zap Firecracker Baby Dragon Ice Wizard
Zap Firecracker Baby Dragon Ice Wizard
Zap Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Ice Wizard
Bomber Firecracker Ice Wizard
Ice Wizard Bomber Zap Firecracker Baby Dragon The Log
Zap Firecracker Baby Dragon Ice Wizard
P.E.K.K.A Bomber Zap The Log Ice Wizard
Bomber Zap Firecracker Baby Dragon P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Bomber Firecracker P.E.K.K.A
Bomber Zap Firecracker Baby Dragon The Log Ice Wizard
Zap Baby Dragon The Log Bomber Firecracker Ice Wizard
P.E.K.K.A
Bomber Firecracker Baby Dragon 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 P.E.K.K.A
Bomber Zap Firecracker Baby Dragon The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Zap The Log
P.E.K.K.A
Firecracker Zap Baby Dragon Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap P.E.K.K.A Firecracker Baby Dragon The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A
Bomber Firecracker Baby Dragon
Bomber Zap Firecracker Baby Dragon P.E.K.K.A The Log
Bomber Zap Firecracker Baby Dragon P.E.K.K.A The Log Ice Wizard
Bomber Zap Ice 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 Baby Dragon The Log
Firecracker Zap Baby Dragon The Log Ice Wizard
Baby Dragon The Log
Firecracker The Log
Bomber Zap Firecracker Baby Dragon The Log
Firecracker Zap Baby Dragon Ice Wizard
Bomber Firecracker Baby Dragon The Log
The Log Zap Firecracker Baby Dragon Ice Wizard
The Log Zap Firecracker
Firecracker Zap The Log
Zap Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon
Zap Firecracker Baby Dragon The Log
Bomber Zap Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Bomber
Bomber Zap Firecracker Baby Dragon The Log
Bomber Zap Firecracker Baby Dragon The Log
Baby Dragon The Log
The Log
Zap Baby Dragon The Log
Zap Firecracker The Log Bomber Baby Dragon Ice Wizard
Firecracker The Log Zap Baby Dragon Ice Wizard
Zap Baby Dragon The Log
Zap Firecracker Baby Dragon The Log
Zap Firecracker Baby Dragon Ice Wizard
Zap Firecracker
Bomber Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap
Zap Firecracker Baby Dragon Ice Wizard
The Log
Firecracker Baby Dragon
The Log Bomber Zap Firecracker Baby Dragon
Zap
Firecracker P.E.K.K.A
Zap Firecracker Baby Dragon The Log
Firecracker Zap
Zap Firecracker Baby Dragon The Log
P.E.K.K.A
Firecracker

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