My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Witch P.E.K.K.A

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 Arrows The Log

Punishments

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

Elite Barbarians Mini P.E.K.K.A

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.

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A

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 Skeleton Army
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Elite Barbarians Skeleton Army Witch
The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A
Fireball
Elite Barbarians Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Elite Barbarians Mini P.E.K.K.A Witch
Rocket
Elite Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Mini P.E.K.K.A 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.

Elite Barbarians 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Skeleton Army Mini P.E.K.K.A Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

10 Zap The Log Arrows Skeleton Army

Attack Synergies 5 8

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
Arrows Elite Barbarians P.E.K.K.A Mini P.E.K.K.A Witch The Log
Arrows
Zap Elite Barbarians P.E.K.K.A Mini P.E.K.K.A
Elite Barbarians
Zap Arrows The Log
Mini P.E.K.K.A
Zap Arrows The Log
Skeleton Army
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Witch The Log
The Log
Zap Elite Barbarians Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 3 14

Zap
Mini P.E.K.K.A Arrows Elite Barbarians Skeleton Army Witch P.E.K.K.A The Log
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Elite Barbarians
Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap The Log Arrows Elite Barbarians Skeleton Army Witch
Skeleton Army
Zap Mini P.E.K.K.A The Log
Witch
Zap Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Arrows
The Log
Mini P.E.K.K.A P.E.K.K.A Zap Elite Barbarians 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.

Zap The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Witch The Log
Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A
Arrows Elite Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log Zap
Zap Arrows Witch
Zap Arrows P.E.K.K.A The Log
Mini P.E.K.K.A Witch P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A
Skeleton Army Witch Zap Arrows The Log
Arrows Zap Witch
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Elite Barbarians Witch The Log
Skeleton Army Zap Arrows Mini P.E.K.K.A Witch P.E.K.K.A The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Zap Elite Barbarians Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A
Arrows Zap Elite Barbarians Skeleton Army Witch The Log
Zap Arrows Witch The Log
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
Skeleton Army Arrows Elite Barbarians Mini P.E.K.K.A 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.

Mini P.E.K.K.A Skeleton Army Zap Elite Barbarians Witch P.E.K.K.A
Zap Arrows Elite Barbarians Mini P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Zap Elite Barbarians Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Elite Barbarians The Log
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch
Arrows Zap Witch
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Elite Barbarians Witch
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Skeleton Army
Zap P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch The Log
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap Arrows Elite Barbarians The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Witch
Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Zap Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Zap Elite Barbarians Mini P.E.K.K.A 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.)

Arrows The Log
Arrows Zap The Log
Arrows The Log
Arrows The Log
Zap Arrows The Log
Arrows Zap Witch
Arrows Witch The Log
Arrows The Log Zap
Arrows The Log Zap
Elite Barbarians Mini P.E.K.K.A
Zap Arrows The Log
Zap Arrows
Elite Barbarians The Log
Arrows
Zap Arrows Elite Barbarians The Log
Zap Arrows Witch The Log
Arrows The Log
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A The Log
Zap Arrows Witch The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Witch
Witch
Arrows The Log Zap Witch
Zap Arrows Witch The Log
Zap Arrows The Log
Elite Barbarians Zap Arrows Witch
Zap Witch
Elite Barbarians Mini P.E.K.K.A
Zap Arrows The Log
Zap Arrows
P.E.K.K.A
Arrows The Log
Zap Skeleton Army Witch
Zap Arrows Witch
Arrows The Log
Mini P.E.K.K.A
Arrows The Log Zap
Zap Arrows
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Witch The Log
Zap Witch
Zap Witch The Log

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