My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Ice Wizard

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.

Archers Royal Giant P.E.K.K.A Ice Wizard Royal Ghost

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Royal Ghost

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.

Royal Giant P.E.K.K.A Royal Ghost

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 Ghost

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
Archers Minions Royal Giant
Giant Snowball
Archers Minions
Zap
Archers Minions Royal Giant
Barbarian Barrel
Archers Ice Wizard Royal Ghost
The Log
Archers Royal Giant
Earthquake
Archers
Arrows
Archers Minions
Royal Delivery
Archers Minions P.E.K.K.A Ice Wizard Royal Ghost
Fireball
Archers Minions Ice Wizard
Poison
Archers Minions Ice Wizard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Ice Wizard Royal Ghost

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.

P.E.K.K.A Ice Wizard Royal Ghost

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.

Royal Giant 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.

Minions Fireball Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Minions Ice Wizard Royal Ghost Fireball Royal Giant P.E.K.K.A

Shortest cycle

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

11 The Log Archers Minions Ice Wizard

Attack Synergies 3 9

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.

Archers
Royal Giant P.E.K.K.A Royal Ghost
Minions
Royal Giant P.E.K.K.A
Royal Giant
Minions Fireball Ice Wizard Archers The Log Royal Ghost
Fireball
Royal Giant The Log
P.E.K.K.A
Archers Minions The Log Ice Wizard
The Log
Royal Giant Fireball P.E.K.K.A
Ice Wizard
Royal Giant P.E.K.K.A
Royal Ghost
Archers Royal Giant

Defense Synergies 2 11

Archers
Minions P.E.K.K.A The Log Ice Wizard
Minions
Archers P.E.K.K.A The Log Ice Wizard
Royal Giant
Fireball
The Log Ice Wizard
P.E.K.K.A
The Log Archers Minions Ice Wizard
The Log
Fireball P.E.K.K.A Archers Minions Ice Wizard Royal Ghost
Ice Wizard
Archers Minions Fireball P.E.K.K.A The Log
Royal Ghost
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.

Minions Fireball The Log
P.E.K.K.A Minions The Log Ice Wizard
P.E.K.K.A Archers Minions Ice Wizard
P.E.K.K.A Minions Ice Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Archers Minions Ice Wizard Royal Ghost
Minions Archers Fireball Ice Wizard
Fireball P.E.K.K.A The Log
P.E.K.K.A Minions Ice Wizard
Archers Ice Wizard Royal Ghost
Archers Minions Ice Wizard Fireball The Log Royal Ghost
Minions Archers Fireball Ice Wizard
P.E.K.K.A Minions Fireball The Log Ice Wizard
Fireball Minions P.E.K.K.A The Log Royal Ghost
P.E.K.K.A
Fireball P.E.K.K.A The Log
Minions Fireball P.E.K.K.A
Fireball Archers Minions The Log Ice Wizard Royal Ghost
The Log Archers Minions Fireball Ice Wizard Royal Ghost
P.E.K.K.A
Royal Ghost Archers Minions Fireball 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.

Archers Fireball P.E.K.K.A Royal Ghost
Fireball Archers The Log Royal Ghost
P.E.K.K.A Minions The Log
P.E.K.K.A Fireball The Log
P.E.K.K.A
Fireball Archers Minions Ice Wizard
P.E.K.K.A Archers Minions Fireball Ice Wizard
P.E.K.K.A
P.E.K.K.A Minions Fireball The Log
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Fireball The Log
P.E.K.K.A Fireball
Archers Fireball
Archers Minions Fireball P.E.K.K.A The Log
Minions Archers Fireball P.E.K.K.A The Log Ice Wizard Royal Ghost

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 The Log Royal Ghost
Fireball The Log Ice Wizard Royal Ghost
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Minions Ice Wizard
Archers The Log
Fireball The Log Ice Wizard
Fireball The Log
Minions Fireball
Fireball The Log
Fireball Archers
Fireball The Log
Minions Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Minions
Archers Fireball The Log
Fireball The Log
Minions Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Ice Wizard
Fireball The Log Ice Wizard Royal Ghost
Fireball The Log
Fireball The Log
Archers Fireball Ice Wizard
Minions Fireball
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Archers Minions Fireball
Fireball Archers Ice Wizard
The Log Fireball
Fireball
The Log Fireball
Fireball
P.E.K.K.A
Minions Fireball The Log
Fireball
Fireball The Log Royal Ghost

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