My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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.

Firecracker Ice 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 Ice Wizard Goblinstein

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 Lightning The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

Firecracker

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
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Ice Wizard
The Log
Firecracker
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker P.E.K.K.A Ice Wizard
Fireball
Firecracker Ice Wizard
Poison
Firecracker Ice Wizard
Lightning
Knight Ice Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard

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.

Ice 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 Knight Firecracker Ice Wizard Goblinstein Lightning 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 3 8

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 P.E.K.K.A Knight The Log Ice Wizard
Knight
Firecracker Zap The Log Ice Wizard
Firecracker
Zap Knight P.E.K.K.A
Lightning
P.E.K.K.A
Zap Firecracker The Log Ice Wizard
The Log
Zap Knight P.E.K.K.A
Ice Wizard
Zap Knight P.E.K.K.A
Goblinstein

Defense Synergies 4 11

Zap
Knight Firecracker P.E.K.K.A The Log Ice Wizard
Knight
Firecracker Ice Wizard Zap The Log
Firecracker
Knight The Log Zap P.E.K.K.A Ice Wizard
Lightning
The Log
P.E.K.K.A
The Log Zap Firecracker Ice Wizard
The Log
Firecracker P.E.K.K.A Zap Knight Lightning Ice Wizard
Ice Wizard
Knight Zap Firecracker P.E.K.K.A The Log
Goblinstein

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.

Lightning Zap Knight Firecracker The Log
P.E.K.K.A Zap Knight Firecracker The Log Ice Wizard
P.E.K.K.A Knight Lightning Ice Wizard
P.E.K.K.A Knight Firecracker Ice Wizard
Lightning Firecracker P.E.K.K.A The Log
The Log Zap Firecracker Ice Wizard
Lightning Zap Firecracker Ice Wizard
Lightning Zap P.E.K.K.A The Log
P.E.K.K.A Ice Wizard
Knight Firecracker Ice Wizard
Ice Wizard Zap Knight Firecracker The Log
Zap Firecracker Ice Wizard
P.E.K.K.A Zap Knight Lightning The Log Ice Wizard
Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight
Zap Lightning P.E.K.K.A The Log
Knight Firecracker P.E.K.K.A
Zap Knight Firecracker The Log Ice Wizard
Zap The Log Knight Firecracker Ice Wizard
P.E.K.K.A
Knight Firecracker 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.

Knight Zap P.E.K.K.A
Zap Knight Firecracker Lightning The Log
P.E.K.K.A Zap Knight Lightning The Log
Lightning P.E.K.K.A Zap Knight The Log
P.E.K.K.A Knight
Firecracker Zap Ice Wizard
P.E.K.K.A Knight Lightning Ice Wizard
P.E.K.K.A Knight
Zap Lightning P.E.K.K.A Knight Firecracker The Log
P.E.K.K.A
P.E.K.K.A Knight
Lightning P.E.K.K.A Zap The Log
Lightning P.E.K.K.A Knight
Firecracker
Zap Knight Firecracker Lightning P.E.K.K.A The Log
Zap Firecracker P.E.K.K.A The Log Ice Wizard
Zap Ice 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.)

Lightning Knight Firecracker The Log
Firecracker Zap The Log Ice Wizard
Lightning The Log
Lightning Knight Firecracker The Log
Zap Firecracker The Log
Firecracker Zap Ice Wizard
Firecracker The Log
The Log Zap Firecracker Lightning Ice Wizard
The Log Zap Firecracker Lightning
Lightning
Firecracker Lightning Zap Knight The Log
Lightning Zap Firecracker
Lightning Knight Firecracker The Log
Lightning Firecracker
Lightning Zap Firecracker The Log
Lightning Zap Firecracker The Log
Lightning Firecracker The Log
Lightning
Lightning
Lightning Zap Firecracker The Log
Lightning Zap Firecracker The Log
Lightning The Log
Lightning
Lightning The Log
Lightning Zap The Log
Zap Firecracker The Log Ice Wizard
Firecracker The Log Zap Lightning Ice Wizard
Lightning Zap The Log
Lightning Zap Firecracker The Log
Lightning Zap Firecracker Ice Wizard
Zap Lightning Firecracker
Lightning
Lightning Zap The Log
Zap Lightning Firecracker
P.E.K.K.A
Firecracker Lightning The Log
Zap Lightning
Lightning Zap Firecracker Ice Wizard
The Log
Lightning Knight Firecracker
The Log Zap Firecracker Lightning
Lightning Zap
Firecracker P.E.K.K.A
Zap Firecracker Lightning The Log
Firecracker Zap Lightning
Lightning Zap Firecracker The Log
P.E.K.K.A
Lightning Firecracker

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