My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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.

Firecracker Electro 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.

Firecracker Giant Electro Wizard Sparky Monk

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap 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 Giant

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 Giant

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.

Firecracker Mini P.E.K.K.A Electro Wizard Monk

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 Sparky
Giant Snowball
Zap
Firecracker Sparky
Barbarian Barrel
Firecracker Electro Wizard Sparky
The Log
Firecracker Mini P.E.K.K.A Sparky
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Mini P.E.K.K.A Electro Wizard Sparky
Fireball
Firecracker Electro Wizard Sparky
Poison
Firecracker Electro Wizard Sparky
Lightning
Mini P.E.K.K.A Electro Wizard Sparky Monk
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Sparky

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.

Mini P.E.K.K.A Sparky

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.

Zap The Log Firecracker Mini P.E.K.K.A Electro Wizard Giant Monk Sparky

Shortest cycle

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

11 Zap The Log Firecracker Mini P.E.K.K.A

Attack Synergies 7 12

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
Firecracker Giant Electro Wizard Sparky Mini P.E.K.K.A The Log
Firecracker
Zap Mini P.E.K.K.A Giant Sparky Monk
Mini P.E.K.K.A
Giant Sparky Zap Firecracker The Log Electro Wizard
Giant
Zap Mini P.E.K.K.A Sparky Firecracker The Log Electro Wizard
The Log
Zap Mini P.E.K.K.A Giant Sparky
Electro Wizard
Zap Mini P.E.K.K.A Giant Sparky
Sparky
Zap Mini P.E.K.K.A Giant Firecracker The Log Electro Wizard
Monk
Firecracker

Defense Synergies 5 7

Zap
Mini P.E.K.K.A Electro Wizard Firecracker The Log Sparky
Firecracker
The Log Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap The Log Electro Wizard Firecracker
Giant
The Log
Firecracker Mini P.E.K.K.A Zap Electro Wizard Sparky
Electro Wizard
Zap Mini P.E.K.K.A Firecracker The Log
Sparky
Zap The Log
Monk

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 Firecracker The Log Electro Wizard Sparky
Mini P.E.K.K.A Sparky Zap Firecracker The Log Electro Wizard Monk
Mini P.E.K.K.A Sparky Electro Wizard
Mini P.E.K.K.A Sparky Firecracker Electro Wizard Monk
Firecracker Mini P.E.K.K.A The Log Sparky Monk
The Log Zap Firecracker Electro Wizard
Electro Wizard Zap Firecracker
Zap The Log Electro Wizard Sparky Monk
Mini P.E.K.K.A Sparky
Firecracker Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard Zap Firecracker The Log
Zap Firecracker Electro Wizard
Mini P.E.K.K.A Sparky Zap The Log Electro Wizard
Sparky Zap Firecracker Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Monk Zap Mini P.E.K.K.A The Log Electro Wizard Sparky
Sparky Firecracker Mini P.E.K.K.A Electro Wizard
Zap Firecracker The Log Electro Wizard
Zap The Log Firecracker Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Firecracker Mini 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.

Mini P.E.K.K.A Zap Electro Wizard Sparky
Electro Wizard Zap Firecracker Mini P.E.K.K.A The Log Monk
Zap Mini P.E.K.K.A The Log Electro Wizard Sparky
Mini P.E.K.K.A Zap The Log Electro Wizard Sparky Monk
Mini P.E.K.K.A Sparky
Firecracker Zap Electro Wizard Monk
Mini P.E.K.K.A Sparky Electro Wizard
Mini P.E.K.K.A Sparky
Zap Electro Wizard Firecracker Mini P.E.K.K.A The Log Sparky Monk
Sparky
Mini P.E.K.K.A Sparky
Monk Zap The Log Electro Wizard
Mini P.E.K.K.A Sparky
Firecracker Sparky
Electro Wizard Sparky Zap Firecracker Mini P.E.K.K.A The Log Monk
Zap Firecracker Mini P.E.K.K.A The Log Electro Wizard Sparky
Zap 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.)

Firecracker The Log Sparky Monk
Firecracker Monk Zap The Log Electro Wizard
The Log Sparky
Firecracker The Log Sparky
Zap Firecracker The Log Sparky
Firecracker Zap Monk
Firecracker The Log Sparky
The Log Zap Firecracker
The Log Monk Zap Firecracker
Mini P.E.K.K.A Electro Wizard Sparky
Firecracker Monk Zap The Log Electro Wizard Sparky
Monk Zap Firecracker
Firecracker The Log Sparky
Firecracker Monk
Zap Firecracker The Log Sparky
Zap Firecracker The Log Sparky
Firecracker The Log Sparky
Monk Sparky
Mini P.E.K.K.A Sparky
Zap Firecracker Mini P.E.K.K.A The Log Electro Wizard Sparky Monk
Zap Firecracker The Log Monk
The Log Sparky Monk
The Log Sparky Monk
Zap The Log Monk
Zap Firecracker The Log Sparky
Firecracker The Log Zap Electro Wizard Sparky Monk
Zap The Log Sparky Monk
Zap Firecracker The Log Sparky
Zap Firecracker Electro Wizard Sparky
Zap Electro Wizard Firecracker
Mini P.E.K.K.A Sparky
Zap The Log Sparky
Zap Firecracker Electro Wizard Sparky Monk
Sparky
Firecracker The Log Sparky Monk
Zap Electro Wizard
Zap Firecracker Electro Wizard Monk
The Log
Firecracker Mini P.E.K.K.A Electro Wizard Sparky
The Log Zap Firecracker
Monk Zap Sparky
Firecracker Sparky
Zap Firecracker The Log Electro Wizard Sparky
Firecracker Zap Electro Wizard
Zap Firecracker The Log Electro Wizard Sparky Monk
Sparky
Firecracker Sparky Monk

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