My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Tesla Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

Tesla

Investments

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

Skeletons Tesla Wizard P.E.K.K.A Electro Wizard Inferno Dragon Golden Knight

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.

Golden 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

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 Golden Knight

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
Skeletons Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Inferno Dragon
Barbarian Barrel
Skeletons Tesla Wizard Electro Wizard
The Log
Skeletons
Earthquake
Skeletons Tesla
Arrows
Skeletons
Royal Delivery
Skeletons Wizard P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Tesla Wizard Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Tesla Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

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

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.

P.E.K.K.A Inferno Dragon

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 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.

Skeletons The Log Tesla Electro Wizard Inferno Dragon Golden Knight Wizard P.E.K.K.A

Shortest cycle

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

11 Skeletons The Log Tesla Electro Wizard

Attack Synergies 1 2

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.

Skeletons
Tesla
Wizard
P.E.K.K.A
P.E.K.K.A
Electro Wizard Wizard The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A
Inferno Dragon
Golden Knight

Defense Synergies 3 17

Skeletons
Tesla Wizard P.E.K.K.A The Log Electro Wizard Inferno Dragon
Tesla
Skeletons The Log Wizard Electro Wizard Inferno Dragon
Wizard
Skeletons Tesla P.E.K.K.A The Log Electro Wizard Golden Knight
P.E.K.K.A
The Log Skeletons Wizard Electro Wizard
The Log
Tesla P.E.K.K.A Skeletons Wizard Electro Wizard Inferno Dragon Golden Knight
Electro Wizard
Skeletons Tesla Wizard P.E.K.K.A The Log Inferno Dragon
Inferno Dragon
Skeletons Tesla The Log Electro Wizard
Golden Knight
Wizard The Log

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.

Tesla Wizard The Log Electro Wizard Golden Knight
P.E.K.K.A Inferno Dragon Skeletons Tesla The Log Electro Wizard
Tesla P.E.K.K.A Skeletons Electro Wizard Inferno Dragon
Tesla P.E.K.K.A Inferno Dragon Skeletons Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Tesla Electro Wizard
Tesla Electro Wizard Inferno Dragon Wizard
Tesla P.E.K.K.A The Log Electro Wizard Golden Knight
Tesla P.E.K.K.A Inferno Dragon Skeletons
Skeletons Tesla Electro Wizard
Electro Wizard Skeletons Tesla Wizard The Log
Tesla Inferno Dragon Wizard Electro Wizard
Tesla P.E.K.K.A Skeletons Wizard The Log Electro Wizard
Wizard Tesla P.E.K.K.A The Log Electro Wizard Golden Knight
P.E.K.K.A Inferno Dragon Tesla Electro Wizard
Tesla P.E.K.K.A The Log Electro Wizard Inferno Dragon
Tesla Wizard Skeletons P.E.K.K.A Electro Wizard
Tesla Wizard The Log Electro Wizard Golden Knight
Wizard The Log Tesla Electro Wizard Inferno Dragon
P.E.K.K.A Tesla Electro Wizard Inferno Dragon
Wizard Tesla P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Tesla P.E.K.K.A Electro Wizard
Electro Wizard Tesla Wizard The Log Inferno Dragon
P.E.K.K.A Skeletons The Log Electro Wizard Golden Knight
P.E.K.K.A Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Tesla Inferno Dragon
Wizard Skeletons Tesla Electro Wizard
P.E.K.K.A Skeletons Tesla Electro Wizard
P.E.K.K.A Tesla Inferno Dragon
P.E.K.K.A Electro Wizard Skeletons The Log Inferno Dragon
P.E.K.K.A Skeletons Tesla Inferno Dragon
P.E.K.K.A Inferno Dragon Tesla Golden Knight
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Tesla Wizard Golden Knight
Wizard Tesla
Tesla Electro Wizard Skeletons P.E.K.K.A The Log Inferno Dragon Golden Knight
Tesla Wizard P.E.K.K.A The Log Electro Wizard Inferno Dragon Golden Knight
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 Golden Knight
The Log Electro Wizard Golden Knight
The Log
The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard Golden Knight
Electro Wizard
Wizard The Log Electro Wizard Golden Knight
Wizard
The Log Golden Knight
The Log
Wizard The Log Golden Knight
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log Golden Knight
The Log
Wizard
The Log
The Log
The Log Wizard
Inferno Dragon
The Log Wizard Electro Wizard Golden Knight
Wizard The Log Golden Knight
The Log Golden Knight
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard
Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
The Log Electro Wizard Golden Knight
Electro Wizard
The Log Electro Wizard Golden Knight
P.E.K.K.A Inferno Dragon
Wizard

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