My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Battle Ram P.E.K.K.A Electro Wizard Sparky Mega Knight

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.

Rocket The Log

Punishments

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

Battle Ram Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Battle Ram 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.

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 Sparky
Giant Snowball
Battle Ram
Zap
Battle Ram Inferno Tower Sparky
Barbarian Barrel
Battle Ram Inferno Tower Electro Wizard Sparky
The Log
Battle Ram Sparky
Earthquake
Inferno Tower
Arrows
Royal Delivery
Battle Ram P.E.K.K.A Electro Wizard Sparky
Fireball
Battle Ram Inferno Tower Electro Wizard Sparky
Poison
Inferno Tower Electro Wizard Sparky
Lightning
Battle Ram Inferno Tower Electro Wizard Sparky
Rocket
Inferno Tower Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket The Log Sparky Mega Knight

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.

Battle Ram Inferno Tower Rocket P.E.K.K.A Sparky Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Battle Ram Electro Wizard Inferno Tower Rocket Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

15 The Log Battle Ram Electro Wizard Inferno Tower

Attack Synergies 2 7

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.

Battle Ram
The Log P.E.K.K.A Electro Wizard
Inferno Tower
Rocket
P.E.K.K.A
Electro Wizard Battle Ram The Log
The Log
Battle Ram P.E.K.K.A Sparky Mega Knight
Electro Wizard
P.E.K.K.A Battle Ram Sparky Mega Knight
Sparky
The Log Electro Wizard
Mega Knight
The Log Electro Wizard

Defense Synergies 3 7

Battle Ram
Inferno Tower
The Log Electro Wizard Mega Knight
Rocket
The Log
P.E.K.K.A
The Log Electro Wizard
The Log
Inferno Tower P.E.K.K.A Rocket Electro Wizard Sparky Mega Knight
Electro Wizard
Inferno Tower P.E.K.K.A The Log Mega Knight
Sparky
The Log
Mega Knight
Inferno Tower 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.

Rocket Inferno Tower The Log Electro Wizard Sparky
Inferno Tower P.E.K.K.A Sparky The Log Electro Wizard Mega Knight
Inferno Tower Rocket P.E.K.K.A Sparky Mega Knight Electro Wizard
Inferno Tower P.E.K.K.A Sparky Electro Wizard Mega Knight
Rocket P.E.K.K.A The Log Sparky Mega Knight
The Log Electro Wizard Mega Knight
Inferno Tower Rocket Electro Wizard
Rocket Inferno Tower P.E.K.K.A The Log Electro Wizard Sparky Mega Knight
Inferno Tower P.E.K.K.A Sparky
Inferno Tower Electro Wizard Sparky Mega Knight
Electro Wizard The Log Mega Knight
Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Sparky Mega Knight Rocket The Log Electro Wizard
Rocket Sparky Mega Knight P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Sparky Electro Wizard Mega Knight
Inferno Tower Rocket P.E.K.K.A The Log Electro Wizard Sparky Mega Knight
Sparky Mega Knight Inferno Tower P.E.K.K.A Electro Wizard
Mega Knight The Log Electro Wizard
The Log Electro Wizard Mega Knight
P.E.K.K.A Sparky Inferno Tower Electro Wizard
Mega Knight P.E.K.K.A The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight Inferno Tower P.E.K.K.A Electro Wizard Sparky
Electro Wizard Rocket The Log Mega Knight
P.E.K.K.A Mega Knight Inferno Tower Rocket The Log Electro Wizard Sparky
Rocket P.E.K.K.A Mega Knight Inferno Tower The Log Electro Wizard Sparky
Inferno Tower P.E.K.K.A Sparky Mega Knight
Rocket Electro Wizard
Rocket P.E.K.K.A Sparky Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Mega Knight Sparky
Rocket P.E.K.K.A Electro Wizard Mega Knight Inferno Tower The Log Sparky
Inferno Tower P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Inferno Tower Sparky
Rocket P.E.K.K.A Mega Knight The Log Electro Wizard
Rocket P.E.K.K.A Mega Knight Inferno Tower Sparky
Sparky Mega Knight
Inferno Tower Electro Wizard Sparky Rocket P.E.K.K.A The Log
Mega Knight Inferno Tower P.E.K.K.A The Log Electro Wizard Sparky
Inferno Tower 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.)

Rocket The Log Sparky
The Log Electro Wizard
Rocket The Log Sparky
Rocket The Log Sparky
Rocket The Log Sparky Mega Knight
Rocket
The Log Sparky
The Log
The Log
Rocket Electro Wizard Sparky
Rocket The Log Electro Wizard Sparky
Rocket
Rocket The Log Sparky
Rocket
The Log Sparky
Rocket The Log Sparky
Rocket The Log Sparky Mega Knight
Rocket Sparky
Rocket Sparky
Rocket The Log Electro Wizard Sparky Mega Knight
Rocket The Log Mega Knight
Rocket The Log Sparky Mega Knight
Rocket
Rocket The Log Sparky
Rocket The Log
The Log Sparky Mega Knight
The Log Electro Wizard Sparky
The Log Sparky Mega Knight
Rocket The Log Sparky
Electro Wizard Sparky
Rocket Electro Wizard
Sparky
Rocket The Log Sparky Mega Knight
Rocket Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Rocket The Log Sparky
Electro Wizard Rocket
Rocket Electro Wizard
The Log
Rocket Electro Wizard Sparky Mega Knight
The Log
Rocket Sparky
P.E.K.K.A Sparky Mega Knight
Rocket The Log Electro Wizard Sparky
Rocket Electro Wizard
Rocket The Log Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Rocket Sparky Mega Knight

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