My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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.

Knight Firecracker P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Bandit

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.

Knight Hog Rider P.E.K.K.A Bandit

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 Hog Rider Bandit Electro Wizard

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
Hog Rider Bandit
Giant Snowball
Hog Rider
Zap
Firecracker Bandit
Barbarian Barrel
Knight Firecracker Bandit Electro Wizard
The Log
Firecracker Hog Rider Bandit
Earthquake
Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Knight Firecracker Hog Rider P.E.K.K.A Bandit Electro Wizard
Fireball
Firecracker Hog Rider Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Knight Bandit Electro Wizard
Rocket
Hog Rider

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

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.

Knight 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Firecracker Bandit Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Firecracker

Attack Synergies 9 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 Hog Rider P.E.K.K.A Electro Wizard Knight The Log Bandit
Knight
Firecracker Hog Rider Zap The Log Electro Wizard
Firecracker
Zap Knight Hog Rider P.E.K.K.A Bandit
Hog Rider
Zap Knight Firecracker The Log Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Firecracker The Log
The Log
Hog Rider Zap Knight P.E.K.K.A Bandit
Bandit
Zap Firecracker Hog Rider The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider Bandit

Defense Synergies 5 13

Zap
Electro Wizard Knight Firecracker P.E.K.K.A The Log Bandit
Knight
Firecracker Electro Wizard Zap The Log
Firecracker
Knight The Log Zap P.E.K.K.A Bandit Electro Wizard
Hog Rider
P.E.K.K.A
The Log Zap Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Zap Knight Bandit Electro Wizard
Bandit
Zap Firecracker The Log Electro Wizard
Electro Wizard
Zap Knight Firecracker P.E.K.K.A The Log Bandit

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 Knight Firecracker The Log Electro Wizard
P.E.K.K.A Zap Knight Firecracker The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Firecracker Bandit Electro Wizard
Firecracker P.E.K.K.A The Log
The Log Zap Firecracker Bandit Electro Wizard
Electro Wizard Zap Firecracker
Zap P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
Knight Firecracker Bandit Electro Wizard
Electro Wizard Zap Knight Firecracker The Log Bandit
Zap Firecracker Electro Wizard
P.E.K.K.A Zap Knight The Log Bandit Electro Wizard
Zap Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Zap P.E.K.K.A The Log Bandit Electro Wizard
Knight Firecracker P.E.K.K.A Electro Wizard
Zap Knight Firecracker The Log Bandit Electro Wizard
Zap The Log Knight Firecracker Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Knight Firecracker P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Knight Firecracker The Log
P.E.K.K.A Bandit Zap Knight The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Firecracker Zap Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Firecracker The Log Bandit
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Knight Bandit
Firecracker
Electro Wizard Zap Knight Firecracker P.E.K.K.A The Log
Zap Firecracker P.E.K.K.A The Log Electro Wizard
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.)

Knight Firecracker The Log Bandit
Firecracker Zap The Log Bandit Electro Wizard
The Log Bandit
Knight Firecracker The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker Bandit
Electro Wizard
Firecracker Zap Knight The Log Bandit Electro Wizard
Zap Firecracker
Knight Firecracker The Log Bandit
Firecracker Bandit
Zap Firecracker The Log
Zap Firecracker The Log Bandit
Firecracker The Log Bandit
Zap Firecracker The Log Bandit Electro Wizard
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap Bandit Electro Wizard
Zap The Log Bandit
Zap Firecracker The Log Bandit
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap The Log Bandit
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker The Log
Zap Electro Wizard Bandit
Zap Firecracker Electro Wizard
The Log
Knight Firecracker Electro Wizard
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Firecracker The Log Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker The Log Bandit Electro Wizard
P.E.K.K.A
Firecracker

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