My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Great!
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.

Wizard 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.

Wizard Dark Prince P.E.K.K.A Electro Wizard

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 Tornado Freeze The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Dark Prince

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.

Dark Prince 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.

Dark Prince 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
Dark Prince
Giant Snowball
Zap
Dark Prince
Barbarian Barrel
Wizard Dark Prince Electro Wizard
The Log
Dark Prince
Earthquake
Arrows
Royal Delivery
Wizard Dark Prince P.E.K.K.A Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Wizard Dark Prince Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Dark Prince Freeze 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.

Tornado Dark Prince Freeze 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.

Wizard 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 Tornado Dark Prince Freeze Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Tornado Dark Prince

Attack Synergies 6 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
Tornado P.E.K.K.A Electro Wizard Dark Prince Freeze The Log
Wizard
Tornado Dark Prince P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A Dark Prince Freeze The Log
Dark Prince
Zap Wizard Tornado Electro Wizard
Freeze
Zap Tornado
P.E.K.K.A
Zap Tornado Electro Wizard Wizard The Log
The Log
Zap Tornado P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Dark Prince

Defense Synergies 4 17

Zap
Electro Wizard Tornado Dark Prince P.E.K.K.A The Log
Wizard
Tornado Dark Prince Freeze P.E.K.K.A The Log Electro Wizard
Tornado
Wizard P.E.K.K.A Zap Dark Prince The Log Electro Wizard
Dark Prince
Zap Wizard Tornado The Log Electro Wizard
Freeze
Wizard Electro Wizard
P.E.K.K.A
Tornado The Log Zap Wizard Electro Wizard
The Log
P.E.K.K.A Zap Wizard Tornado Dark Prince Electro Wizard
Electro Wizard
Zap Wizard Tornado Dark Prince Freeze P.E.K.K.A The Log

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 Wizard The Log Electro Wizard
P.E.K.K.A Zap Dark Prince The Log Electro Wizard
Tornado P.E.K.K.A Dark Prince Freeze Electro Wizard
P.E.K.K.A Dark Prince Electro Wizard
Tornado Dark Prince P.E.K.K.A The Log
Tornado Freeze The Log Zap Dark Prince Electro Wizard
Tornado Electro Wizard Zap Wizard Freeze
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tornado
Tornado Dark Prince Electro Wizard
Electro Wizard Zap Wizard Tornado Dark Prince Freeze The Log
Zap Wizard Tornado Electro Wizard
P.E.K.K.A Zap Wizard Dark Prince Freeze The Log Electro Wizard
Wizard Zap Tornado Dark Prince Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap Freeze P.E.K.K.A The Log Electro Wizard
Wizard Tornado Dark Prince P.E.K.K.A Electro Wizard
Zap Wizard Tornado Dark Prince The Log Electro Wizard
Zap Wizard Tornado Freeze The Log Dark Prince Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Dark Prince P.E.K.K.A The Log 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.

Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard The Log
P.E.K.K.A Zap Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Zap Tornado The Log Electro Wizard
P.E.K.K.A Dark Prince
Wizard Zap Tornado Freeze Electro Wizard
Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Dark Prince
Zap Freeze P.E.K.K.A Electro Wizard Tornado Dark Prince The Log
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Tornado Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Wizard
Wizard
Electro Wizard Zap Tornado Dark Prince Freeze P.E.K.K.A The Log
Zap Wizard Dark Prince Freeze 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.)

Freeze The Log
Zap Tornado The Log Electro Wizard
The Log
Dark Prince Freeze The Log
Wizard Zap Dark Prince The Log
Wizard Zap Tornado Freeze
Wizard Tornado The Log
The Log Zap Wizard Tornado Freeze
The Log Zap Wizard Tornado
Tornado Electro Wizard
Zap Wizard Tornado Dark Prince The Log Electro Wizard
Zap Wizard Tornado
The Log
Freeze
Zap The Log
Zap Wizard The Log
Wizard The Log
Tornado Freeze
Zap Wizard Dark Prince The Log Electro Wizard
Zap Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
Zap The Log
Zap Tornado Freeze The Log Wizard Dark Prince
The Log Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado The Log
Zap Tornado The Log
Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Wizard Freeze
Zap Wizard The Log
Zap Freeze Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Dark Prince Freeze
Zap Wizard Tornado Electro Wizard
Freeze
The Log
Wizard Dark Prince Electro Wizard
The Log Zap Wizard
Zap Tornado
Dark Prince P.E.K.K.A
Zap Tornado Freeze The Log Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Dark Prince Freeze The Log Electro Wizard
P.E.K.K.A
Wizard

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