My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel Graveyard

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Barrel Graveyard

Pump responses

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

Fireball Goblin Barrel Graveyard

Dropped at the bridge

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

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.

Goblin Barrel Graveyard

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
Goblin Barrel Skeleton Army Graveyard
Giant Snowball
Goblin Barrel Skeleton Army Graveyard
Zap
Inferno Tower Goblin Barrel Skeleton Army Graveyard
Barbarian Barrel
Inferno Tower Goblin Barrel Skeleton Army Graveyard
The Log
Goblin Barrel Skeleton Army Graveyard
Earthquake
Inferno Tower Goblin Barrel Skeleton Army Graveyard
Arrows
Goblin Barrel Skeleton Army Graveyard
Royal Delivery
Goblin Barrel Skeleton Army P.E.K.K.A Graveyard
Fireball
Inferno Tower Goblin Barrel Skeleton Army
Poison
Inferno Tower Skeleton Army Graveyard
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Inferno Tower 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.

Fireball Goblin Barrel Skeleton Army Graveyard

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 Goblin Barrel

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.

Zap The Log Goblin Barrel Skeleton Army Fireball Inferno Tower Graveyard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Goblin Barrel Skeleton Army

Attack Synergies 4 7

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
Fireball P.E.K.K.A Graveyard The Log
Fireball
Zap Graveyard The Log
Inferno Tower
Goblin Barrel
Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Zap Goblin Barrel The Log Graveyard
The Log
Zap Fireball P.E.K.K.A Graveyard
Graveyard
Zap Fireball P.E.K.K.A The Log

Defense Synergies 5 6

Zap
Fireball Inferno Tower Skeleton Army P.E.K.K.A The Log
Fireball
Zap The Log Inferno Tower
Inferno Tower
Skeleton Army The Log Zap Fireball
Goblin Barrel
Skeleton Army
Inferno Tower Zap The Log
P.E.K.K.A
The Log Zap
The Log
Fireball Inferno Tower P.E.K.K.A Zap Skeleton Army
Graveyard

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 Fireball Inferno Tower The Log
Inferno Tower Skeleton Army P.E.K.K.A Zap The Log
Inferno Tower Skeleton Army P.E.K.K.A
Inferno Tower Skeleton Army P.E.K.K.A
Fireball Skeleton Army P.E.K.K.A The Log
Fireball Skeleton Army The Log Zap
Inferno Tower Zap Fireball
Zap Fireball Inferno Tower P.E.K.K.A The Log
Inferno Tower P.E.K.K.A Skeleton Army
Skeleton Army Inferno Tower
Skeleton Army Zap Fireball The Log
Inferno Tower Zap Fireball
Inferno Tower Skeleton Army P.E.K.K.A Zap Fireball The Log
Fireball Skeleton Army Zap P.E.K.K.A The Log
Inferno Tower Skeleton Army P.E.K.K.A
Inferno Tower Skeleton Army Zap Fireball P.E.K.K.A The Log
Fireball Inferno Tower Skeleton Army P.E.K.K.A
Fireball Zap Skeleton Army The Log
Zap The Log Fireball
P.E.K.K.A Inferno Tower
Skeleton Army 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.

Skeleton Army Zap Fireball Inferno Tower P.E.K.K.A
Fireball Zap The Log
Skeleton Army P.E.K.K.A Zap Inferno Tower The Log
Skeleton Army P.E.K.K.A Zap Fireball Inferno Tower The Log
Inferno Tower P.E.K.K.A Skeleton Army
Fireball Zap
Skeleton Army P.E.K.K.A Fireball Inferno Tower
Inferno Tower P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Fireball Inferno Tower Skeleton Army The Log
Inferno Tower P.E.K.K.A Skeleton Army
P.E.K.K.A Inferno Tower
Skeleton Army P.E.K.K.A Zap Fireball The Log
Skeleton Army P.E.K.K.A Fireball Inferno Tower
Fireball Skeleton Army
Inferno Tower Skeleton Army Zap Fireball P.E.K.K.A The Log
Zap Fireball Inferno Tower 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.)

Fireball The Log
Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Zap The Log
Fireball Zap
The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball
Zap Fireball The Log
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball
Zap Fireball
Fireball
Zap Fireball The Log
Zap Fireball
P.E.K.K.A
Fireball The Log
Zap Fireball Skeleton Army
Fireball Zap
The Log Fireball
Fireball
The Log Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball The Log
Zap Fireball
Zap Fireball The Log

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