My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Wizard Electro Wizard Ram Rider

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.

Wizard P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Goblin Barrel Ram Rider

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.

Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

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 Ram Rider

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.

Goblin Barrel Electro Wizard Ram Rider

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
Goblin Barrel Skeleton Army Ram Rider
Giant Snowball
Cannon Goblin Barrel Skeleton Army Ram Rider
Zap
Cannon Goblin Barrel Skeleton Army Ram Rider
Barbarian Barrel
Cannon Wizard Goblin Barrel Skeleton Army Electro Wizard
The Log
Cannon Goblin Barrel Skeleton Army Ram Rider
Earthquake
Cannon Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Wizard Goblin Barrel Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Fireball
Cannon Wizard Goblin Barrel Skeleton Army Electro Wizard Ram Rider
Poison
Cannon Wizard Skeleton Army Electro Wizard
Lightning
Cannon Wizard Electro Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Skeleton Army P.E.K.K.A

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.

Goblin Barrel Skeleton Army

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 Goblin Barrel 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 Cannon Goblin Barrel Skeleton Army Electro Wizard Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

11 The Log Cannon Goblin Barrel Skeleton Army

Attack Synergies 1 9

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
Wizard
P.E.K.K.A Ram Rider
Goblin Barrel
Skeleton Army P.E.K.K.A Ram Rider
Skeleton Army
Goblin Barrel
P.E.K.K.A
Electro Wizard Wizard Goblin Barrel The Log Ram Rider
The Log
P.E.K.K.A Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider
Ram Rider
Wizard Goblin Barrel P.E.K.K.A The Log Electro Wizard

Defense Synergies 2 13

Cannon
The Log Wizard Skeleton Army Electro Wizard
Wizard
Cannon Skeleton Army P.E.K.K.A The Log Electro Wizard
Goblin Barrel
Skeleton Army
Cannon Wizard The Log Electro Wizard
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
Cannon P.E.K.K.A Wizard Skeleton Army Electro Wizard Ram Rider
Electro Wizard
Cannon Wizard Skeleton Army P.E.K.K.A The Log Ram Rider
Ram Rider
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 Wizard The Log Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Cannon The Log Electro Wizard Ram Rider
Cannon Skeleton Army P.E.K.K.A Ram Rider Electro Wizard
Cannon Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Cannon Electro Wizard
Electro Wizard Ram Rider Cannon Wizard
Cannon P.E.K.K.A The Log Electro Wizard Ram Rider
Cannon P.E.K.K.A Skeleton Army
Skeleton Army Cannon Electro Wizard
Skeleton Army Electro Wizard Cannon Wizard The Log Ram Rider
Wizard Electro Wizard Ram Rider
Cannon Skeleton Army P.E.K.K.A Wizard The Log Electro Wizard Ram Rider
Wizard Skeleton Army Cannon P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Cannon Electro Wizard Ram Rider
Skeleton Army Cannon P.E.K.K.A The Log Electro Wizard Ram Rider
Wizard Cannon Skeleton Army P.E.K.K.A Electro Wizard
Cannon Wizard Skeleton Army The Log Electro Wizard Ram Rider
Wizard The Log Cannon Electro Wizard Ram Rider
P.E.K.K.A Cannon Electro Wizard Ram Rider
Wizard Skeleton Army Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Wizard The Log
Skeleton Army P.E.K.K.A The Log Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A Cannon Skeleton Army Ram Rider
Wizard Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Skeleton Army The Log
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Cannon Wizard Ram Rider
Wizard Cannon Skeleton Army
Skeleton Army Electro Wizard P.E.K.K.A The Log
Cannon Wizard 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.)

The Log
The Log Electro Wizard Ram Rider
The Log
The Log
Wizard The Log
Wizard Ram Rider
Wizard The Log
The Log Wizard Ram Rider
The Log Wizard Ram Rider
Electro Wizard
Wizard The Log Electro Wizard Ram Rider
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard Electro Wizard Ram Rider
Wizard The Log Ram Rider
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard Ram Rider
The Log
Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
P.E.K.K.A
Wizard

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