My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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.

Electro Wizard Inferno Dragon

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.

P.E.K.K.A Fisherman Electro Wizard Inferno Dragon

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mini P.E.K.K.A Rage P.E.K.K.A Inferno Dragon

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 Rage The Log Fisherman Mini P.E.K.K.A Electro Wizard Inferno Dragon P.E.K.K.A

Shortest cycle

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

9 Zap Rage The Log Fisherman

Attack Synergies 3 10

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 Electro Wizard Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A
Zap Rage The Log Electro Wizard
Rage
Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard The Log Fisherman
The Log
Zap Mini P.E.K.K.A P.E.K.K.A Fisherman
Fisherman
Zap P.E.K.K.A The Log
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Rage
Inferno Dragon

Defense Synergies 5 11

Zap
Mini P.E.K.K.A Electro Wizard P.E.K.K.A The Log Fisherman Inferno Dragon
Mini P.E.K.K.A
Zap The Log Electro Wizard Fisherman
Rage
P.E.K.K.A
The Log Zap Fisherman Electro Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Zap Fisherman Electro Wizard Inferno Dragon
Fisherman
Zap Mini P.E.K.K.A P.E.K.K.A The Log
Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A The Log Inferno Dragon
Inferno Dragon
Zap The Log Electro Wizard

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 The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Zap The Log Fisherman Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Fisherman Electro Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Fisherman Electro Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
The Log Zap Electro Wizard
Electro Wizard Inferno Dragon Zap
Zap P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Fisherman
Mini P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Zap The Log Fisherman
Inferno Dragon Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap The Log Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A The Log Fisherman Electro Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A Fisherman Electro Wizard
Zap The Log Fisherman Electro Wizard
Zap The Log Fisherman Electro Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A Fisherman Electro Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A The Log Fisherman Electro Wizard

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 Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A The Log Fisherman Inferno Dragon
P.E.K.K.A Zap Mini P.E.K.K.A The Log Fisherman Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap The Log Fisherman Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Fisherman Inferno Dragon
Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Fisherman Inferno Dragon
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mini P.E.K.K.A
P.E.K.K.A Zap The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Electro Wizard Zap Mini P.E.K.K.A P.E.K.K.A The Log Fisherman Inferno Dragon
Zap Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard Inferno Dragon
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.)

The Log
Zap The Log Fisherman Electro Wizard
The Log
The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap Fisherman
Mini P.E.K.K.A Fisherman Electro Wizard
Zap The Log Fisherman Electro Wizard
Zap
The Log Fisherman
Fisherman
Zap The Log Fisherman
Zap The Log
The Log
Mini P.E.K.K.A Fisherman
Zap Mini P.E.K.K.A The Log Fisherman Electro Wizard
Zap The Log
The Log
The Log Fisherman
Zap The Log
Zap The Log
Fisherman Inferno Dragon
The Log Zap Fisherman Electro Wizard
Zap The Log Fisherman
Zap The Log Fisherman
Zap Electro Wizard
Zap Electro Wizard
Mini P.E.K.K.A
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard
Zap Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard
P.E.K.K.A Inferno Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: