My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Zappies Magic Archer

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.

Ice Golem Zappies Magic Archer

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Fireball The Log

Punishments

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

Mini P.E.K.K.A Royal Hogs

Pump responses

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

Fireball

Dropped at the bridge

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

Heal Spirit Ice Golem Mini P.E.K.K.A Royal Hogs 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.

Mini P.E.K.K.A Royal Hogs 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
Giant Snowball
Zappies Royal Hogs
Zap
Zappies Royal Hogs
Barbarian Barrel
Heal Spirit Zappies Royal Hogs Magic Archer
The Log
Heal Spirit Mini P.E.K.K.A Zappies Royal Hogs
Earthquake
Zappies Royal Hogs
Arrows
Heal Spirit Zappies Royal Hogs
Royal Delivery
Heal Spirit Mini P.E.K.K.A Zappies Royal Hogs Magic Archer
Fireball
Zappies Royal Hogs Magic Archer
Poison
Zappies Royal Hogs Magic Archer
Lightning
Ice Golem Mini P.E.K.K.A Magic Archer
Rocket
Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball The Log Magic Archer

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.

Heal Spirit Ice Golem Mini 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.

Fireball

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.

Heal Spirit Ice Golem Fireball

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.

Heal Spirit Ice Golem The Log Fireball Mini P.E.K.K.A Magic Archer Zappies Royal Hogs

Shortest cycle

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

9 Heal Spirit Ice Golem The Log Fireball

Attack Synergies 1 16

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.

Fireball
The Log Magic Archer Royal Hogs
Heal Spirit
Royal Hogs Mini P.E.K.K.A Zappies
Ice Golem
Mini P.E.K.K.A Magic Archer Royal Hogs Zappies
The Log
Fireball Mini P.E.K.K.A Magic Archer Royal Hogs
Mini P.E.K.K.A
Heal Spirit Ice Golem The Log Magic Archer Royal Hogs
Magic Archer
Fireball Ice Golem The Log Mini P.E.K.K.A Royal Hogs
Royal Hogs
Heal Spirit Fireball Ice Golem The Log Mini P.E.K.K.A Magic Archer Zappies
Zappies
Heal Spirit Ice Golem Royal Hogs

Defense Synergies 2 10

Fireball
The Log Ice Golem Mini P.E.K.K.A Zappies
Heal Spirit
Ice Golem
Fireball The Log Mini P.E.K.K.A Magic Archer Zappies
The Log
Fireball Mini P.E.K.K.A Ice Golem Magic Archer Zappies
Mini P.E.K.K.A
The Log Fireball Ice Golem Magic Archer
Magic Archer
Ice Golem The Log Mini P.E.K.K.A
Royal Hogs
Zappies
Fireball Ice Golem 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.

Fireball Ice Golem The Log Magic Archer Zappies
Mini P.E.K.K.A The Log Zappies
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies
Fireball The Log Mini P.E.K.K.A
Fireball The Log Magic Archer Zappies
Fireball Magic Archer Zappies
Fireball Ice Golem The Log Magic Archer
Mini P.E.K.K.A Zappies
Ice Golem Mini P.E.K.K.A Zappies
Fireball Ice Golem The Log Magic Archer Zappies
Fireball Magic Archer Zappies
Mini P.E.K.K.A Fireball The Log Zappies
Fireball The Log Mini P.E.K.K.A Magic Archer Zappies
Mini P.E.K.K.A Zappies
Fireball The Log Mini P.E.K.K.A Zappies
Fireball Mini P.E.K.K.A Zappies
Fireball The Log Magic Archer Zappies
The Log Fireball Ice Golem Magic Archer Zappies
Mini P.E.K.K.A Zappies
Fireball The Log Mini P.E.K.K.A Zappies

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Ice Golem Zappies
Fireball Ice Golem The Log Mini P.E.K.K.A Magic Archer
Zappies Ice Golem The Log Mini P.E.K.K.A
Mini P.E.K.K.A Fireball Ice Golem The Log Zappies
Mini P.E.K.K.A Zappies
Fireball Ice Golem Magic Archer Zappies
Mini P.E.K.K.A Fireball Ice Golem Zappies
Mini P.E.K.K.A Zappies
Fireball Ice Golem The Log Mini P.E.K.K.A Magic Archer Zappies
Zappies
Mini P.E.K.K.A Zappies
Fireball The Log
Mini P.E.K.K.A Fireball Ice Golem Zappies
Fireball Magic Archer Zappies
Zappies Fireball Ice Golem The Log Mini P.E.K.K.A Magic Archer
Fireball Ice Golem The Log Mini P.E.K.K.A Magic Archer Zappies

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.)

Fireball Magic Archer Ice Golem The Log
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball Ice Golem The Log
Fireball The Log Magic Archer
Fireball Ice Golem Magic Archer
The Log Magic Archer
Fireball The Log Ice Golem Magic Archer
Fireball The Log
Fireball Mini P.E.K.K.A
Fireball The Log Magic Archer
Fireball Magic Archer
Fireball Ice Golem The Log Magic Archer
Fireball Magic Archer
Fireball Ice Golem The Log Magic Archer
Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Mini P.E.K.K.A
Fireball The Log Mini P.E.K.K.A Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Fireball The Log
Ice Golem The Log Fireball Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball Ice Golem Magic Archer
Fireball Zappies
Fireball Mini P.E.K.K.A
Fireball The Log Magic Archer
Fireball Magic Archer Zappies
Fireball The Log Magic Archer
Fireball Magic Archer Zappies
Fireball Magic Archer Zappies
The Log Fireball
Fireball Mini P.E.K.K.A Magic Archer
The Log Fireball Ice Golem Magic Archer
Fireball
Fireball The Log Magic Archer Zappies
Fireball Magic Archer Zappies
Fireball The Log Magic Archer

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