My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions 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.

Wizard P.E.K.K.A Fisherman

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 The Log

Punishments

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

Mini P.E.K.K.A

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.

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Mini P.E.K.K.A 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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Minions Fisherman Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Arrows Minions

Attack Synergies 3 14

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.

Zap
Arrows P.E.K.K.A Minions Mini P.E.K.K.A The Log Fisherman
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A
Minions
Zap Mini P.E.K.K.A P.E.K.K.A Fisherman
Mini P.E.K.K.A
Zap Arrows Minions Wizard The Log
Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Zap Arrows Minions Wizard The Log Fisherman
The Log
Zap Mini P.E.K.K.A P.E.K.K.A Fisherman
Fisherman
Zap Minions P.E.K.K.A The Log

Defense Synergies 3 16

Zap
Mini P.E.K.K.A Arrows Minions P.E.K.K.A The Log Fisherman
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Minions
Zap P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A
Zap The Log Arrows Wizard Fisherman
Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Arrows Minions Wizard Fisherman
The Log
Mini P.E.K.K.A P.E.K.K.A Zap Minions Wizard Fisherman
Fisherman
Zap Minions Mini P.E.K.K.A P.E.K.K.A 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.

Zap Minions Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Zap Minions The Log Fisherman
Mini P.E.K.K.A P.E.K.K.A Fisherman Minions
Mini P.E.K.K.A P.E.K.K.A Minions Fisherman
Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Zap Minions
Minions Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Minions Fisherman
Mini P.E.K.K.A Fisherman
Minions Zap Arrows Wizard The Log Fisherman
Arrows Minions Zap Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Minions Wizard The Log
Wizard Zap Arrows Minions Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A The Log Fisherman
Wizard Arrows Minions Mini P.E.K.K.A P.E.K.K.A Fisherman
Arrows Zap Minions Wizard The Log Fisherman
Zap Arrows Wizard The Log Minions Fisherman
Mini P.E.K.K.A P.E.K.K.A Fisherman
Wizard Arrows Minions Mini P.E.K.K.A P.E.K.K.A The Log Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap P.E.K.K.A Fisherman
Zap Arrows Mini P.E.K.K.A Wizard The Log Fisherman
P.E.K.K.A Zap Minions Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A P.E.K.K.A Zap The Log Fisherman
P.E.K.K.A Mini P.E.K.K.A Fisherman
Arrows Wizard Zap Minions
Mini P.E.K.K.A P.E.K.K.A Minions
Mini P.E.K.K.A P.E.K.K.A Fisherman
Zap P.E.K.K.A Minions Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Minions Mini P.E.K.K.A
P.E.K.K.A Zap Arrows The Log
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Zap Minions Mini P.E.K.K.A P.E.K.K.A The Log Fisherman
Arrows Minions Zap Mini P.E.K.K.A 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 The Log Fisherman
Arrows The Log
Arrows The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap Minions
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard Fisherman
Minions Mini P.E.K.K.A Fisherman
Zap Arrows Wizard The Log Fisherman
Zap Arrows Wizard
The Log Fisherman
Arrows Minions Fisherman
Zap Arrows The Log Fisherman
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Minions Mini P.E.K.K.A Fisherman
Zap Arrows Mini P.E.K.K.A Wizard The Log Fisherman
Zap Arrows Wizard The Log
Minions The Log
Arrows Wizard
The Log Fisherman
Zap Arrows The Log
Zap Arrows The Log Wizard
Fisherman
Arrows The Log Zap Wizard Fisherman
Zap Arrows Wizard The Log Fisherman
Zap Arrows The Log Fisherman
Zap Arrows Wizard
Zap Minions Wizard
Mini P.E.K.K.A
Zap Arrows Wizard The Log
Zap Arrows
P.E.K.K.A
Arrows Wizard The Log
Zap Minions
Zap Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard
Arrows The Log Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Minions The Log
Zap
Zap The Log
P.E.K.K.A
Wizard

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