My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 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.

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.

Wizard Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage Tornado 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 Balloon

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.

Mini P.E.K.K.A Balloon

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 Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado 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.

Mini P.E.K.K.A Rage Skeleton Army Tornado

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 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.

Fireball 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.

Rage The Log Skeleton Army Tornado Fireball Mini P.E.K.K.A Wizard Balloon

Shortest cycle

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

10 Rage The Log Skeleton Army Tornado

Attack Synergies 3 10

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
Tornado The Log
Mini P.E.K.K.A
Wizard Rage Tornado The Log
Wizard
Tornado Mini P.E.K.K.A Rage Balloon
Rage
Balloon Mini P.E.K.K.A Wizard
Skeleton Army
Tornado
Fireball Wizard Mini P.E.K.K.A Balloon The Log
Balloon
Rage Wizard Tornado The Log
The Log
Fireball Mini P.E.K.K.A Tornado Balloon

Defense Synergies 4 8

Fireball
Tornado The Log Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Fireball Wizard Skeleton Army Tornado
Wizard
Tornado Mini P.E.K.K.A Skeleton Army The Log
Rage
Skeleton Army
Mini P.E.K.K.A Wizard The Log
Tornado
Fireball Wizard Mini P.E.K.K.A The Log
Balloon
The Log
Fireball Mini P.E.K.K.A Wizard Skeleton Army Tornado

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 Wizard The Log
Mini P.E.K.K.A Skeleton Army The Log
Mini P.E.K.K.A Skeleton Army Tornado
Mini P.E.K.K.A Skeleton Army
Fireball Mini P.E.K.K.A Skeleton Army Tornado The Log
Fireball Skeleton Army Tornado The Log
Tornado Fireball Wizard
Fireball The Log
Mini P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Mini P.E.K.K.A
Skeleton Army Fireball Wizard Tornado The Log
Fireball Wizard Tornado
Mini P.E.K.K.A Skeleton Army Fireball Wizard The Log
Fireball Wizard Skeleton Army Mini P.E.K.K.A Tornado The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Tornado Fireball Mini P.E.K.K.A The Log
Wizard Fireball Mini P.E.K.K.A Skeleton Army Tornado
Fireball Wizard Skeleton Army Tornado The Log
Wizard Tornado The Log Fireball
Mini P.E.K.K.A Tornado
Wizard Skeleton Army Fireball Mini 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 Fireball
Fireball Mini P.E.K.K.A Wizard The Log
Skeleton Army Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Fireball Tornado The Log
Mini P.E.K.K.A Skeleton Army
Fireball Wizard Tornado
Mini P.E.K.K.A Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army
Fireball Mini P.E.K.K.A Skeleton Army Tornado The Log
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Fireball Tornado The Log
Mini P.E.K.K.A Skeleton Army Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Fireball Mini P.E.K.K.A Tornado The Log
Fireball Mini P.E.K.K.A Wizard 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.)

Fireball The Log
Fireball Tornado The Log
Fireball The Log
Fireball The Log
Fireball Wizard The Log
Fireball Wizard Tornado
Wizard Tornado The Log
Fireball The Log Wizard Tornado
Fireball The Log Wizard Tornado
Fireball Mini P.E.K.K.A Tornado
Fireball Wizard Tornado The Log
Fireball Wizard Tornado
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball Tornado
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard The Log
Fireball Wizard Tornado The Log
Fireball The Log
Fireball Wizard Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball Wizard
Fireball The Log Wizard Tornado
Fireball Wizard Tornado The Log
Fireball Tornado The Log
Fireball Wizard Tornado
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard The Log
Fireball
Fireball Wizard The Log
Fireball Skeleton Army
Fireball Wizard Tornado
The Log Fireball
Fireball Mini P.E.K.K.A Wizard
The Log Fireball Wizard
Fireball Tornado
Fireball Tornado The Log
Fireball Tornado
Fireball Tornado The Log

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