My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Wizard

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.

Skeletons Wizard Prince P.E.K.K.A

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.

Zap Arrows Tornado The Log

Punishments

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

Prince

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.

Prince P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Tornado 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.

Arrows Tornado Prince 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Arrows Tornado Wizard Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Arrows

Attack Synergies 7 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.

Skeletons
Zap
Arrows Tornado Prince P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A Prince
Wizard
Tornado Prince P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A The Log
Prince
Zap Arrows Wizard The Log
P.E.K.K.A
Zap Arrows Tornado Wizard The Log
The Log
Zap Tornado Prince P.E.K.K.A

Defense Synergies 4 19

Skeletons
Zap Wizard Tornado Prince P.E.K.K.A The Log
Zap
Skeletons Arrows Tornado Prince P.E.K.K.A The Log
Arrows
Zap Tornado Prince P.E.K.K.A
Wizard
Tornado Skeletons Prince P.E.K.K.A The Log
Tornado
Wizard P.E.K.K.A Skeletons Zap Arrows Prince The Log
Prince
The Log Skeletons Zap Arrows Wizard Tornado
P.E.K.K.A
Tornado The Log Skeletons Zap Arrows Wizard
The Log
Prince P.E.K.K.A Skeletons Zap Wizard Tornado

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.

Zap Wizard The Log
P.E.K.K.A Skeletons Zap Prince The Log
Tornado Prince P.E.K.K.A Skeletons
Prince P.E.K.K.A Skeletons
Arrows Tornado Prince P.E.K.K.A The Log
Arrows Tornado The Log Skeletons Zap
Tornado Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log
P.E.K.K.A Skeletons Tornado Prince
Tornado Skeletons Prince
Skeletons Zap Arrows Wizard Tornado The Log
Arrows Zap Wizard Tornado
Prince P.E.K.K.A Skeletons Zap Wizard The Log
Wizard Zap Arrows Tornado Prince P.E.K.K.A The Log
P.E.K.K.A Prince
Tornado Zap Prince P.E.K.K.A The Log
Wizard Skeletons Arrows Tornado Prince P.E.K.K.A
Arrows Zap Wizard Tornado Prince The Log
Zap Arrows Wizard Tornado The Log
P.E.K.K.A Tornado Prince
Wizard Arrows Prince 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.

Skeletons Zap Prince P.E.K.K.A
Zap Arrows Wizard Prince The Log
P.E.K.K.A Skeletons Zap Prince The Log
Prince P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Skeletons Prince
Arrows Wizard Skeletons Zap Tornado
Prince P.E.K.K.A Skeletons
P.E.K.K.A Prince
Zap P.E.K.K.A Skeletons Tornado Prince The Log
P.E.K.K.A Skeletons
P.E.K.K.A Prince
P.E.K.K.A Zap Arrows Tornado Prince The Log
Prince P.E.K.K.A Skeletons Wizard
Wizard
Skeletons Zap Tornado Prince P.E.K.K.A The Log
Arrows Zap Wizard P.E.K.K.A The Log
Zap Arrows

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.)

Arrows The Log
Arrows Zap Tornado The Log
Arrows The Log
Arrows Prince The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap Tornado
Arrows Wizard Tornado The Log
Arrows The Log Zap Wizard Tornado
Arrows The Log Zap Wizard Tornado
Tornado Prince
Zap Arrows Wizard Tornado Prince The Log
Zap Arrows Wizard Tornado
The Log
Arrows
Zap Arrows Prince The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows Tornado
Zap Arrows Wizard Prince The Log
Zap Arrows Wizard Tornado The Log
Prince The Log
Arrows Wizard Tornado
Tornado Prince The Log
Zap Arrows The Log
Zap Arrows Tornado The Log Wizard
Arrows The Log Zap Wizard Tornado
Zap Arrows Wizard Tornado Prince The Log
Zap Arrows Tornado The Log
Zap Arrows Wizard Tornado
Zap Wizard
Zap Arrows Wizard The Log
Zap Arrows
P.E.K.K.A Prince
Arrows Wizard The Log
Zap Prince
Zap Arrows Wizard Tornado
Arrows The Log
Wizard Prince
Arrows The Log Zap Wizard
Zap Arrows Tornado
Prince P.E.K.K.A
Zap Tornado The Log
Zap Tornado
Zap Tornado Prince The Log
Prince P.E.K.K.A
Wizard

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