My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Firecracker Wizard Electro Dragon

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.

Firecracker Wizard Electro Dragon P.E.K.K.A Mega Knight 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.

The Log

Punishments

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

Mega Knight

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.

P.E.K.K.A Mega Knight

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Electro Dragon The Log Mega Knight

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 Mega Knight

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.

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

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 Firecracker Skeleton Army Wizard Electro Dragon Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

13 The Log Firecracker Skeleton Army Wizard

Attack Synergies 0 8

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.

Firecracker
P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Skeleton Army
Electro Dragon
P.E.K.K.A Mega Knight
P.E.K.K.A
Firecracker Wizard Electro Dragon The Log
The Log
P.E.K.K.A Mega Knight
Mega Knight
Firecracker Wizard Electro Dragon The Log
Goblinstein

Defense Synergies 2 12

Firecracker
The Log Skeleton Army Electro Dragon P.E.K.K.A Mega Knight
Wizard
Skeleton Army P.E.K.K.A The Log Mega Knight
Skeleton Army
Firecracker Wizard Electro Dragon The Log
Electro Dragon
Firecracker Skeleton Army The Log
P.E.K.K.A
The Log Firecracker Wizard
The Log
Firecracker P.E.K.K.A Wizard Skeleton Army Electro Dragon Mega Knight
Mega Knight
Firecracker Wizard 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.

Firecracker Wizard Electro Dragon The Log
Skeleton Army P.E.K.K.A Firecracker Electro Dragon The Log Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Electro Dragon
Skeleton Army P.E.K.K.A Firecracker Electro Dragon Mega Knight
Firecracker Skeleton Army P.E.K.K.A The Log Mega Knight
Skeleton Army The Log Firecracker Electro Dragon Mega Knight
Firecracker Wizard Electro Dragon
Electro Dragon P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Mega Knight
Skeleton Army Firecracker Wizard Electro Dragon The Log Mega Knight
Firecracker Wizard Electro Dragon
Skeleton Army P.E.K.K.A Mega Knight Wizard Electro Dragon The Log
Wizard Skeleton Army Mega Knight Firecracker Electro Dragon P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Firecracker Skeleton Army Electro Dragon P.E.K.K.A
Mega Knight Firecracker Wizard Skeleton Army Electro Dragon The Log
Wizard The Log Firecracker Electro Dragon Mega Knight
P.E.K.K.A
Wizard Skeleton Army Mega Knight Firecracker Electro 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.

Skeleton Army Mega Knight P.E.K.K.A
Firecracker Wizard Electro Dragon The Log Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Electro Dragon The Log
Skeleton Army P.E.K.K.A Mega Knight The Log
P.E.K.K.A Skeleton Army Mega Knight
Firecracker Wizard Electro Dragon
Skeleton Army P.E.K.K.A
P.E.K.K.A Mega Knight Skeleton Army
Electro Dragon P.E.K.K.A Mega Knight Firecracker Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Electro Dragon
Skeleton Army P.E.K.K.A Mega Knight The Log
Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Skeleton Army Electro Dragon Mega Knight
Skeleton Army Electro Dragon Firecracker P.E.K.K.A The Log
Mega Knight Firecracker Wizard Electro Dragon P.E.K.K.A The Log

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 Electro Dragon The Log
Firecracker Electro Dragon The Log
Electro Dragon The Log
Firecracker The Log
Wizard Firecracker The Log Mega Knight
Firecracker Wizard Electro Dragon
Firecracker Wizard The Log
The Log Firecracker Wizard Electro Dragon
The Log Firecracker Wizard Electro Dragon
Electro Dragon
Firecracker Wizard Electro Dragon The Log
Firecracker Wizard Electro Dragon
Firecracker The Log
Firecracker Electro Dragon
Firecracker The Log
Firecracker Wizard Electro Dragon The Log
Firecracker Wizard Electro Dragon The Log Mega Knight
Firecracker Wizard Electro Dragon The Log Mega Knight
Firecracker Wizard Electro Dragon The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Electro Dragon The Log
Firecracker The Log Wizard Electro Dragon Mega Knight
Firecracker The Log Wizard Electro Dragon
Wizard Electro Dragon The Log Mega Knight
Firecracker The Log
Firecracker Wizard Electro Dragon
Electro Dragon Firecracker Wizard
Wizard Electro Dragon The Log Mega Knight
Firecracker Electro Dragon
P.E.K.K.A Mega Knight
Firecracker Wizard The Log
Skeleton Army Electro Dragon
Firecracker Wizard Electro Dragon
The Log
Firecracker Wizard Electro Dragon Mega Knight
The Log Firecracker Wizard Electro Dragon
Firecracker Electro Dragon P.E.K.K.A Mega Knight
Electro Dragon Firecracker The Log
Firecracker Electro Dragon
Electro Dragon Firecracker The Log Mega Knight
P.E.K.K.A
Firecracker Wizard Electro Dragon Mega Knight

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