My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

1 problems 3 warnings Why?

Missing cards in your collection

Phoenix Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Goblin Gang Witch

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.

Skeletons Witch P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

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.

Goblin Gang Hog Rider Wall Breakers

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.

Goblin Gang Hog Rider Wall Breakers 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.

Hog 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
Skeletons Goblin Gang Hog Rider Wall Breakers Skeleton Army
Giant Snowball
Skeletons Goblin Gang Hog Rider Wall Breakers Skeleton Army Witch
Zap
Skeletons Goblin Gang Wall Breakers Skeleton Army Witch
Barbarian Barrel
Skeletons Goblin Gang Wall Breakers Skeleton Army Witch
The Log
Skeletons Goblin Gang Hog Rider Wall Breakers Skeleton Army Witch
Earthquake
Skeletons Goblin Gang Hog Rider Skeleton Army Witch
Arrows
Skeletons Goblin Gang Wall Breakers Skeleton Army Witch
Royal Delivery
Skeletons Goblin Gang Hog Rider Wall Breakers Skeleton Army Witch P.E.K.K.A
Fireball
Goblin Gang Hog Rider Wall Breakers Skeleton Army Witch
Poison
Goblin Gang Skeleton Army Witch
Lightning
Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army 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.

Skeleton Army

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 Gang Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Wall Breakers The Log Goblin Gang Skeleton Army Hog Rider Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Wall Breakers The Log Goblin Gang

Attack Synergies 2 5

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.

Skeletons
Goblin Gang
Hog Rider P.E.K.K.A
Hog Rider
Goblin Gang The Log Witch
Wall Breakers
The Log
Skeleton Army
Witch
Hog Rider P.E.K.K.A
P.E.K.K.A
Goblin Gang Witch The Log
The Log
Hog Rider Wall Breakers P.E.K.K.A

Defense Synergies 1 8

Skeletons
Witch P.E.K.K.A The Log
Goblin Gang
Skeleton Army P.E.K.K.A The Log
Hog Rider
Wall Breakers
Skeleton Army
Goblin Gang The Log
Witch
Skeletons The Log
P.E.K.K.A
The Log Skeletons Goblin Gang
The Log
P.E.K.K.A Skeletons Goblin Gang Skeleton Army Witch

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.

The Log
Skeleton Army P.E.K.K.A Skeletons Goblin Gang Witch The Log
Goblin Gang Skeleton Army Witch P.E.K.K.A Skeletons
Skeleton Army Witch P.E.K.K.A Skeletons Goblin Gang
Skeleton Army P.E.K.K.A The Log
Goblin Gang Skeleton Army The Log Skeletons
Goblin Gang Witch
P.E.K.K.A The Log
Witch P.E.K.K.A Skeletons Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Skeletons
Goblin Gang Skeleton Army Witch Skeletons The Log
Goblin Gang Witch
Skeleton Army P.E.K.K.A Skeletons Goblin Gang Witch The Log
Skeleton Army Goblin Gang Witch P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Goblin Gang P.E.K.K.A The Log
Skeletons Goblin Gang Skeleton Army Witch P.E.K.K.A
Goblin Gang Skeleton Army Witch The Log
Witch The Log
P.E.K.K.A
Goblin Gang Skeleton Army Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Skeletons Witch P.E.K.K.A
Goblin Gang The Log
Goblin Gang Skeleton Army P.E.K.K.A Skeletons Witch The Log
Goblin Gang Skeleton Army P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang Skeleton Army Witch
Skeletons Goblin Gang Witch
Goblin Gang Skeleton Army P.E.K.K.A Skeletons Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeletons Skeleton Army Witch The Log
Witch P.E.K.K.A Skeletons Goblin Gang Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Skeletons Goblin Gang Witch
Skeleton Army Witch
Goblin Gang Skeleton Army Witch Skeletons P.E.K.K.A The Log
Witch P.E.K.K.A The Log

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
The Log
The Log
The Log
Witch
Witch The Log
The Log
The Log
Goblin Gang
The Log
The Log
The Log
Witch The Log
The Log
The Log
Witch The Log
The Log
The Log
The Log
The Log Witch
Witch
The Log Witch
Witch The Log
The Log
Witch
Witch
The Log
P.E.K.K.A
The Log
Goblin Gang Skeleton Army Witch
Witch
The Log
Goblin Gang
The Log
P.E.K.K.A
Goblin Gang Witch The Log
Witch
Witch The Log

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