My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 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 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 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 P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel

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.

Royal Hogs Goblin Barrel

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.

Royal Hogs P.E.K.K.A Magic Archer

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.

Royal Hogs Goblin Barrel 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
Royal Hogs Goblin Barrel Guards
Giant Snowball
Tombstone Royal Hogs Goblin Barrel Guards
Zap
Tombstone Royal Hogs Goblin Barrel Guards
Barbarian Barrel
Tombstone Royal Hogs Goblin Barrel Guards Electro Wizard Magic Archer
The Log
Tombstone Royal Hogs Goblin Barrel Guards
Earthquake
Tombstone Royal Hogs Goblin Barrel Guards
Arrows
Tombstone Royal Hogs Goblin Barrel Guards
Royal Delivery
Royal Hogs Goblin Barrel Guards P.E.K.K.A Electro Wizard Magic Archer
Fireball
Tombstone Royal Hogs Goblin Barrel Electro Wizard Magic Archer
Poison
Tombstone Royal Hogs Guards Electro Wizard Magic Archer
Lightning
Tombstone Electro Wizard Magic Archer
Rocket
Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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 Guards 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.

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.

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 Tombstone Goblin Barrel Guards Electro Wizard Magic Archer Royal Hogs P.E.K.K.A

Shortest cycle

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

11 The Log Tombstone Goblin Barrel Guards

Attack Synergies 2 11

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.

Tombstone
Royal Hogs
Goblin Barrel Guards The Log Electro Wizard Magic Archer
Goblin Barrel
Royal Hogs Guards P.E.K.K.A
Guards
Royal Hogs Goblin Barrel The Log
P.E.K.K.A
Electro Wizard Magic Archer Goblin Barrel The Log
The Log
Royal Hogs Guards P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Royal Hogs Magic Archer
Magic Archer
P.E.K.K.A Royal Hogs The Log Electro Wizard

Defense Synergies 1 10

Tombstone
Guards Electro Wizard Magic Archer
Royal Hogs
Goblin Barrel
Guards
Tombstone The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Electro Wizard
The Log
P.E.K.K.A Guards Electro Wizard Magic Archer
Electro Wizard
Tombstone Guards P.E.K.K.A The Log Magic Archer
Magic Archer
Tombstone Guards 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.

Tombstone The Log Electro Wizard Magic Archer
P.E.K.K.A Tombstone The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Guards Electro Wizard
Tombstone P.E.K.K.A The Log
The Log Guards Electro Wizard Magic Archer
Electro Wizard Tombstone Magic Archer
P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Tombstone
Guards Electro Wizard
Guards Electro Wizard Tombstone The Log Magic Archer
Electro Wizard Magic Archer
Tombstone P.E.K.K.A Guards The Log Electro Wizard
Tombstone Guards P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A The Log Electro Wizard
Tombstone P.E.K.K.A Electro Wizard
Tombstone Guards The Log Electro Wizard Magic Archer
The Log Tombstone Guards Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Guards 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.

Guards Tombstone P.E.K.K.A Electro Wizard
Electro Wizard The Log Magic Archer
Tombstone Guards P.E.K.K.A The Log Electro Wizard
Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone Guards
Electro Wizard Magic Archer
Guards P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tombstone The Log Magic Archer
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards
P.E.K.K.A Guards The Log Electro Wizard
P.E.K.K.A Tombstone Guards
Magic Archer
Tombstone Guards Electro Wizard P.E.K.K.A The Log Magic Archer
P.E.K.K.A The Log Electro Wizard Magic Archer

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 Guards The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
Guards The Log
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Guards Electro Wizard
The Log Electro Wizard Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Magic Archer
The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log Magic Archer
Electro Wizard Magic Archer
Electro Wizard Guards
The Log Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
The Log Magic Archer
Electro Wizard Tombstone Guards Magic Archer
Electro Wizard Magic Archer
The Log
Electro Wizard Magic Archer
The Log Magic Archer
P.E.K.K.A
Guards The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer

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