My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Inferno Tower Wizard Magic Archer

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.

Wizard P.E.K.K.A Magic Archer

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 Rage The Log

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.

Barbarians P.E.K.K.A Magic Archer

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.

Magic Archer

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
Giant Snowball
Barbarians
Zap
Inferno Tower
Barbarian Barrel
Barbarians Inferno Tower Wizard Magic Archer
The Log
Barbarians
Earthquake
Barbarians Inferno Tower
Arrows
Royal Delivery
Barbarians Wizard P.E.K.K.A Magic Archer
Fireball
Barbarians Inferno Tower Wizard Magic Archer
Poison
Barbarians Inferno Tower Wizard Magic Archer
Lightning
Inferno Tower Wizard Magic Archer
Rocket
Barbarians Inferno Tower Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log Magic Archer

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.

Inferno Tower Rage 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.

Barbarians 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.

Zap Rage The Log Magic Archer Barbarians Inferno Tower Wizard P.E.K.K.A

Shortest cycle

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

10 Zap Rage The Log Magic Archer

Attack Synergies 2 6

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
P.E.K.K.A The Log Magic Archer
Barbarians
Inferno Tower
Wizard
Rage P.E.K.K.A
Rage
Wizard
P.E.K.K.A
Zap Magic Archer Wizard The Log
The Log
Zap P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Zap The Log

Defense Synergies 2 8

Zap
Barbarians Inferno Tower P.E.K.K.A The Log Magic Archer
Barbarians
Zap
Inferno Tower
The Log Zap
Wizard
P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Zap Wizard
The Log
Inferno Tower P.E.K.K.A Zap Wizard Magic Archer
Magic Archer
Zap 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 Inferno Tower Wizard The Log Magic Archer
Barbarians Inferno Tower P.E.K.K.A Zap The Log
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A
Barbarians P.E.K.K.A The Log
The Log Zap Magic Archer
Inferno Tower Zap Wizard Magic Archer
Zap Barbarians Inferno Tower P.E.K.K.A The Log Magic Archer
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower
Barbarians Zap Wizard The Log Magic Archer
Inferno Tower Zap Wizard Magic Archer
Barbarians Inferno Tower P.E.K.K.A Zap Wizard The Log
Wizard Zap Barbarians P.E.K.K.A The Log Magic Archer
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower Zap P.E.K.K.A The Log
Barbarians Wizard Inferno Tower P.E.K.K.A
Zap Barbarians Wizard The Log Magic Archer
Zap Wizard The Log Barbarians Magic Archer
Barbarians P.E.K.K.A Inferno Tower
Wizard Barbarians P.E.K.K.A The Log
Inferno Tower P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Zap Inferno Tower P.E.K.K.A
Zap Wizard The Log Magic Archer
Barbarians P.E.K.K.A Zap Inferno Tower The Log
P.E.K.K.A Zap Barbarians Inferno Tower The Log
Barbarians Inferno Tower P.E.K.K.A
Wizard Zap Magic Archer
P.E.K.K.A Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Barbarians
Zap P.E.K.K.A Barbarians Inferno Tower The Log Magic Archer
Inferno Tower P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Inferno Tower
P.E.K.K.A Zap Barbarians The Log
Barbarians P.E.K.K.A Inferno Tower Wizard
Wizard Barbarians Magic Archer
Barbarians Inferno Tower Zap P.E.K.K.A The Log Magic Archer
Zap Barbarians Inferno Tower Wizard P.E.K.K.A The Log Magic Archer
Zap Inferno Tower

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.)

Magic Archer The Log
Zap The Log Magic Archer
The Log Magic Archer
Barbarians The Log
Wizard Zap The Log Magic Archer
Wizard Zap Magic Archer
Wizard The Log Magic Archer
The Log Zap Wizard Magic Archer
The Log Zap Wizard
Zap Wizard The Log Magic Archer
Zap Wizard Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap Wizard The Log Magic Archer
Magic Archer Wizard The Log
Zap Wizard The Log Magic Archer
Zap Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
Zap Barbarians The Log
Zap The Log Wizard Magic Archer
The Log Zap Wizard Magic Archer
Zap Wizard The Log Magic Archer
Zap The Log Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Zap Wizard The Log Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard The Log Magic Archer
Zap Barbarians Magic Archer
Zap Wizard Magic Archer
The Log
Wizard Magic Archer
The Log Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap The Log Magic Archer
Zap Magic Archer
Zap The Log Magic Archer
P.E.K.K.A
Wizard

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