My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

Firecracker Battle Ram P.E.K.K.A Electro Wizard Little Prince

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.

The Log

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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 Mini P.E.K.K.A 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
Battle Ram
Giant Snowball
Cannon Battle Ram Little Prince
Zap
Cannon Firecracker Battle Ram Little Prince
Barbarian Barrel
Cannon Firecracker Battle Ram Electro Wizard Little Prince
The Log
Cannon Firecracker Mini P.E.K.K.A Battle Ram Little Prince
Earthquake
Cannon Firecracker
Arrows
Firecracker Little Prince
Royal Delivery
Firecracker Mini P.E.K.K.A Battle Ram P.E.K.K.A Electro Wizard Little Prince
Fireball
Cannon Firecracker Battle Ram Electro Wizard Little Prince
Poison
Cannon Firecracker Electro Wizard Little Prince
Lightning
Cannon Mini P.E.K.K.A Battle Ram Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Mini P.E.K.K.A Battle Ram 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Cannon Firecracker Little Prince Mini P.E.K.K.A Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Cannon Firecracker Little Prince

Attack Synergies 2 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.

Cannon
Firecracker
Mini P.E.K.K.A Battle Ram P.E.K.K.A
Mini P.E.K.K.A
Firecracker The Log Electro Wizard Little Prince
Battle Ram
The Log Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker Battle Ram The Log
The Log
Battle Ram Mini P.E.K.K.A P.E.K.K.A Little Prince
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Battle Ram
Little Prince
Mini P.E.K.K.A The Log

Defense Synergies 5 11

Cannon
The Log Firecracker Mini P.E.K.K.A Electro Wizard Little Prince
Firecracker
The Log Cannon Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Cannon Firecracker
Battle Ram
P.E.K.K.A
The Log Firecracker Electro Wizard
The Log
Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard Little Prince
Electro Wizard
Mini P.E.K.K.A Cannon Firecracker P.E.K.K.A The Log Little Prince
Little Prince
Cannon 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.

Cannon Firecracker The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon Firecracker The Log Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
The Log Cannon Firecracker Electro Wizard
Electro Wizard Cannon Firecracker Little Prince
Cannon P.E.K.K.A The Log Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon Firecracker Mini P.E.K.K.A Electro Wizard Little Prince
Electro Wizard Cannon Firecracker The Log
Firecracker Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Cannon Firecracker The Log Electro Wizard Little Prince
The Log Cannon Firecracker Electro Wizard Little Prince
Mini P.E.K.K.A P.E.K.K.A Cannon Electro Wizard
Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Mini P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Mini P.E.K.K.A
Firecracker Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker Mini P.E.K.K.A The Log
P.E.K.K.A Cannon
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon
Cannon Firecracker
Electro Wizard Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Little Prince
Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Cannon 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 The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Mini P.E.K.K.A Electro Wizard
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A The Log Electro Wizard
Firecracker The Log Little Prince
The Log
The Log
The Log
Firecracker The Log Little Prince
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard Little Prince
Electro Wizard Firecracker
Mini P.E.K.K.A
The Log
Firecracker Electro Wizard
P.E.K.K.A
Firecracker The Log
Electro Wizard
Firecracker Electro Wizard
The Log
Firecracker Mini P.E.K.K.A Electro Wizard
The Log Firecracker
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Little Prince
P.E.K.K.A
Firecracker

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