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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Battle Ram P.E.K.K.A Electro Wizard Magic Archer Skeleton King

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Battle Ram P.E.K.K.A Magic Archer Skeleton King

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.

Electro Wizard 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
Battle Ram Skeleton King
Giant Snowball
Tombstone Battle Ram Skeleton King
Zap
Tombstone Battle Ram Skeleton King
Barbarian Barrel
Tombstone Battle Ram Electro Wizard Magic Archer Skeleton King
The Log
Tombstone Battle Ram Skeleton King
Earthquake
Tombstone Skeleton King
Arrows
Tombstone Skeleton King
Royal Delivery
Battle Ram P.E.K.K.A Electro Wizard Magic Archer Skeleton King
Fireball
Tombstone Battle Ram Electro Wizard Magic Archer Skeleton King
Poison
Tombstone Electro Wizard Magic Archer Skeleton King
Lightning
Tombstone Battle Ram Electro Wizard Magic Archer Skeleton King
Rocket
Magic Archer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer Skeleton King

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.

Tombstone Battle Ram 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.

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 Tombstone Battle Ram Electro Wizard Magic Archer Skeleton King P.E.K.K.A

Shortest cycle

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

11 Zap The Log Tombstone Battle Ram

Attack Synergies 7 7

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
Battle Ram P.E.K.K.A Electro Wizard The Log Magic Archer
Tombstone
Battle Ram
Zap The Log Magic Archer P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram The Log
The Log
Battle Ram Zap P.E.K.K.A Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap The Log Electro Wizard
Skeleton King

Defense Synergies 3 10

Zap
Electro Wizard Tombstone P.E.K.K.A The Log Magic Archer
Tombstone
Skeleton King Zap Electro Wizard Magic Archer
Battle Ram
P.E.K.K.A
The Log Zap Electro Wizard
The Log
P.E.K.K.A Zap Electro Wizard Magic Archer
Electro Wizard
Zap Tombstone P.E.K.K.A The Log Magic Archer
Magic Archer
Zap Tombstone The Log Electro Wizard
Skeleton King
Tombstone

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 Tombstone The Log Electro Wizard Magic Archer
P.E.K.K.A Zap Tombstone The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard Skeleton King
Tombstone P.E.K.K.A The Log
The Log Zap Electro Wizard Magic Archer
Electro Wizard Zap Tombstone Magic Archer
Zap P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Tombstone Skeleton King
Electro Wizard
Electro Wizard Zap Tombstone The Log Magic Archer Skeleton King
Zap Electro Wizard Magic Archer
Tombstone P.E.K.K.A Zap The Log Electro Wizard
Zap Tombstone P.E.K.K.A The Log Electro Wizard Magic Archer Skeleton King
P.E.K.K.A Tombstone Electro Wizard Skeleton King
Zap P.E.K.K.A The Log Electro Wizard
Tombstone P.E.K.K.A Electro Wizard
Tombstone Zap The Log Electro Wizard Magic Archer
Zap The Log Tombstone Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Zap Tombstone P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log Magic Archer
Tombstone P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Tombstone
Zap Electro Wizard Magic Archer
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tombstone The Log Magic Archer
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Tombstone Skeleton King
Magic Archer
Tombstone Electro Wizard Zap P.E.K.K.A The Log Magic Archer Skeleton King
Zap P.E.K.K.A The Log Electro Wizard Magic Archer Skeleton King
Zap Tombstone 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.)

Magic Archer The Log
Zap The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log
Zap The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Electro Wizard
Zap The Log Electro Wizard Magic Archer
Zap Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Zap The Log Electro Wizard Magic Archer
Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Magic Archer
The Log Zap Electro Wizard Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
The Log Magic Archer
Zap Electro Wizard Tombstone Magic Archer
Zap Electro Wizard Magic Archer
The Log
Electro Wizard Magic Archer
The Log Zap Magic Archer Skeleton King
Zap
P.E.K.K.A
Zap The Log Electro Wizard Magic Archer Skeleton King
Zap Electro Wizard Magic Archer
Zap The Log Electro Wizard Magic Archer
P.E.K.K.A

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