My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 Ram Rider

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 Rune Giant P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Goblin Barrel Rune Giant Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

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

Elite Barbarians Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elite Barbarians Rune Giant P.E.K.K.A Ram Rider

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.

Elite Barbarians Goblin Barrel Electro Wizard Ram Rider

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
Elite Barbarians Goblin Barrel Ram Rider
Giant Snowball
Goblin Barrel Ram Rider
Zap
Goblin Barrel Ram Rider
Barbarian Barrel
Elite Barbarians Wizard Goblin Barrel Electro Wizard
The Log
Elite Barbarians Goblin Barrel Ram Rider
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Elite Barbarians Wizard Goblin Barrel P.E.K.K.A Electro Wizard Ram Rider
Fireball
Elite Barbarians Wizard Goblin Barrel Electro Wizard Ram Rider
Poison
Wizard Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard Ram Rider
Rocket
Elite Barbarians Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rune Giant P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Goblin Barrel

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 Goblin Barrel 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.

The Log Goblin Barrel Rune Giant Electro Wizard Wizard Ram Rider Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 The Log Goblin Barrel Rune Giant Electro Wizard

Attack Synergies 1 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.

Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians P.E.K.K.A Ram Rider
Goblin Barrel
Rune Giant P.E.K.K.A Ram Rider
Rune Giant
Goblin Barrel Electro Wizard
P.E.K.K.A
Electro Wizard Wizard Goblin Barrel The Log Ram Rider
The Log
Elite Barbarians P.E.K.K.A Ram Rider
Electro Wizard
P.E.K.K.A Rune Giant Ram Rider
Ram Rider
Wizard Goblin Barrel P.E.K.K.A The Log Electro Wizard

Defense Synergies 1 9

Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians P.E.K.K.A The Log Electro Wizard
Goblin Barrel
Rune Giant
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Elite Barbarians Wizard Electro Wizard Ram Rider
Electro Wizard
Wizard P.E.K.K.A The Log Ram Rider
Ram Rider
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.

Wizard The Log Electro Wizard Ram Rider
Elite Barbarians P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard Ram Rider
Elite Barbarians P.E.K.K.A The Log
The Log Electro Wizard
Electro Wizard Ram Rider Wizard
P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians
Elite Barbarians Electro Wizard
Electro Wizard Wizard The Log Ram Rider
Wizard Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians Wizard The Log Electro Wizard Ram Rider
Wizard P.E.K.K.A The Log Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard Ram Rider
Elite Barbarians P.E.K.K.A The Log Electro Wizard Ram Rider
Wizard Elite Barbarians P.E.K.K.A Electro Wizard
Elite Barbarians Wizard The Log Electro Wizard Ram Rider
Wizard The Log Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians Electro Wizard Ram Rider
Wizard Elite Barbarians P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Elite Barbarians Wizard The Log
P.E.K.K.A Elite Barbarians The Log Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians The Log Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians Ram Rider
Wizard Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians
P.E.K.K.A Electro Wizard Elite Barbarians The Log
P.E.K.K.A
P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians The Log Electro Wizard
Elite Barbarians P.E.K.K.A Wizard Ram Rider
Wizard
Elite Barbarians Electro Wizard P.E.K.K.A The Log
Elite Barbarians Wizard P.E.K.K.A The Log Electro Wizard
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
The Log Electro Wizard Ram Rider
The Log
The Log
Wizard The Log
Wizard Ram Rider
Wizard The Log
The Log Wizard Ram Rider
The Log Wizard Ram Rider
Elite Barbarians Electro Wizard
Wizard The Log Electro Wizard Ram Rider
Wizard
Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard Electro Wizard Ram Rider
Wizard The Log Ram Rider
The Log
Elite Barbarians Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Wizard The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard
Wizard Electro Wizard Ram Rider
The Log
Wizard Electro Wizard
The Log Wizard
Elite Barbarians P.E.K.K.A
Elite Barbarians The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
P.E.K.K.A
Wizard

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