My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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 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.

Zappies

Defensive buildings

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

Cannon

Investments

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

Zappies Giant Skeleton

Offensive cards

Win conditions

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

Miner

Damage spells

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

Rage 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 Miner

Pump responses

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

Miner

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 Giant Skeleton

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 Giant Skeleton Miner

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Giant Skeleton Miner

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.

Skeleton Army

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 Cannon Skeleton Army Miner Mini P.E.K.K.A Zappies Giant Skeleton

Shortest cycle

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

10 Rage The Log Cannon Skeleton Army

Attack Synergies 0 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.

Cannon
Mini P.E.K.K.A
Rage Giant Skeleton The Log
Zappies
Rage Giant Skeleton Miner
Rage
Mini P.E.K.K.A Zappies Giant Skeleton
Skeleton Army
Giant Skeleton
Mini P.E.K.K.A Zappies Rage The Log Miner
The Log
Mini P.E.K.K.A Giant Skeleton Miner
Miner
Zappies Giant Skeleton The Log

Defense Synergies 2 10

Cannon
The Log Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A
The Log Cannon Skeleton Army
Zappies
Skeleton Army Giant Skeleton The Log
Rage
Skeleton Army
Cannon Mini P.E.K.K.A Zappies Giant Skeleton The Log
Giant Skeleton
Zappies Skeleton Army The Log
The Log
Cannon Mini P.E.K.K.A Zappies Skeleton Army Giant Skeleton Miner
Miner
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.

Cannon Zappies The Log
Mini P.E.K.K.A Skeleton Army Cannon Zappies The Log
Cannon Mini P.E.K.K.A Skeleton Army Zappies Giant Skeleton
Cannon Mini P.E.K.K.A Skeleton Army Zappies
Mini P.E.K.K.A Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Cannon Zappies
Cannon Zappies
Cannon Giant Skeleton The Log
Cannon Mini P.E.K.K.A Zappies Skeleton Army
Skeleton Army Cannon Mini P.E.K.K.A Zappies Giant Skeleton Miner
Skeleton Army Cannon Zappies Giant Skeleton The Log
Zappies
Cannon Mini P.E.K.K.A Skeleton Army Zappies Giant Skeleton The Log
Skeleton Army Cannon Mini P.E.K.K.A Zappies The Log
Mini P.E.K.K.A Skeleton Army Cannon Zappies
Skeleton Army Cannon Mini P.E.K.K.A Zappies The Log
Cannon Mini P.E.K.K.A Zappies Skeleton Army
Cannon Zappies Skeleton Army The Log
The Log Cannon Zappies Giant Skeleton
Mini P.E.K.K.A Cannon Zappies
Skeleton Army Cannon Mini P.E.K.K.A Zappies Giant Skeleton 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 Zappies Giant Skeleton
Mini P.E.K.K.A The Log Miner
Zappies Skeleton Army Giant Skeleton Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Giant Skeleton Zappies The Log
Giant Skeleton Cannon Mini P.E.K.K.A Zappies Skeleton Army
Zappies
Mini P.E.K.K.A Skeleton Army Zappies Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Zappies Skeleton Army
Giant Skeleton Mini P.E.K.K.A Zappies Skeleton Army The Log
Cannon Zappies Skeleton Army
Mini P.E.K.K.A Zappies Giant Skeleton
Skeleton Army Giant Skeleton The Log
Mini P.E.K.K.A Skeleton Army Giant Skeleton Cannon Zappies
Cannon Zappies Skeleton Army
Zappies Skeleton Army Mini P.E.K.K.A Giant Skeleton The Log
Cannon Mini P.E.K.K.A Zappies Giant Skeleton 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.)

Giant Skeleton The Log
The Log Miner
Giant Skeleton The Log Miner
Giant Skeleton The Log
The Log
The Log
The Log
The Log Miner
Mini P.E.K.K.A
Miner The Log
The Log Miner
The Log
The Log
The Log
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
The Log Miner
Giant Skeleton The Log
The Log
The Log
The Log
The Log Miner
The Log Miner
Miner The Log
Zappies
Mini P.E.K.K.A
The Log Miner
Zappies
Giant Skeleton
The Log
Zappies Skeleton Army
Zappies
The Log
Miner Mini P.E.K.K.A
The Log
Giant Skeleton
Zappies Giant Skeleton The Log
Zappies
Giant Skeleton The Log Miner

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