My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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.

Archers

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.

Skeletons Archers Elixir Collector Dark Prince Golem

Offensive cards

Win conditions

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

Golem

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 Dark Prince

Pump responses

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

Fireball Elixir Collector

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 Dark Prince Golem

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 Dark Prince Golem

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
Skeletons Archers Dark Prince
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers Dark Prince
Barbarian Barrel
Skeletons Archers Dark Prince
The Log
Skeletons Archers Mini P.E.K.K.A Dark Prince
Earthquake
Skeletons Archers Elixir Collector
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Mini P.E.K.K.A Dark Prince
Fireball
Archers Elixir Collector
Poison
Archers Elixir Collector
Lightning
Mini P.E.K.K.A Elixir Collector Dark Prince
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince The Log

Ladder info

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 Elixir Collector Dark Prince Golem

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Archers Fireball Mini P.E.K.K.A Dark Prince Elixir Collector Golem

Shortest cycle

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

10 Skeletons The Log Archers Fireball

Attack Synergies 1 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.

Skeletons
Archers
Mini P.E.K.K.A Dark Prince Golem
Fireball
Golem Dark Prince The Log
Mini P.E.K.K.A
Archers Dark Prince Golem The Log
Elixir Collector
Dark Prince
Archers Fireball Mini P.E.K.K.A Golem
Golem
Fireball Archers Mini P.E.K.K.A Dark Prince The Log
The Log
Fireball Mini P.E.K.K.A Golem

Defense Synergies 2 10

Skeletons
Archers Mini P.E.K.K.A Dark Prince The Log
Archers
Skeletons Mini P.E.K.K.A Dark Prince The Log
Fireball
The Log Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
The Log Skeletons Archers Fireball
Elixir Collector
Dark Prince
Skeletons Archers Fireball The Log
Golem
The Log
Fireball Mini P.E.K.K.A Skeletons Archers Dark Prince

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 The Log
Mini P.E.K.K.A Skeletons Dark Prince The Log
Mini P.E.K.K.A Skeletons Archers Dark Prince
Mini P.E.K.K.A Skeletons Dark Prince
Fireball Mini P.E.K.K.A Dark Prince The Log
Fireball The Log Skeletons Archers Dark Prince
Archers Fireball
Fireball The Log
Mini P.E.K.K.A Skeletons
Skeletons Archers Mini P.E.K.K.A Dark Prince
Archers Skeletons Fireball Dark Prince The Log
Archers Fireball
Mini P.E.K.K.A Skeletons Fireball Dark Prince The Log
Fireball Mini P.E.K.K.A Dark Prince The Log
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A The Log
Skeletons Fireball Mini P.E.K.K.A Dark Prince
Fireball Archers Dark Prince The Log
The Log Archers Fireball Dark Prince
Mini P.E.K.K.A
Dark Prince Archers 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 Skeletons Archers Fireball Dark Prince
Fireball Archers Mini P.E.K.K.A The Log
Skeletons Mini P.E.K.K.A Dark Prince The Log
Mini P.E.K.K.A Dark Prince Fireball The Log
Skeletons Mini P.E.K.K.A Dark Prince
Fireball Skeletons Archers
Mini P.E.K.K.A Dark Prince Skeletons Archers Fireball
Mini P.E.K.K.A Dark Prince
Skeletons Fireball Mini P.E.K.K.A Dark Prince The Log
Skeletons
Mini P.E.K.K.A Dark Prince
Fireball Dark Prince The Log
Mini P.E.K.K.A Dark Prince Skeletons Fireball
Archers Fireball
Skeletons Archers Fireball Mini P.E.K.K.A Dark Prince The Log
Archers Fireball Mini P.E.K.K.A Dark Prince 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 The Log
Fireball The Log
Fireball Dark Prince The Log
Fireball Dark Prince The Log
Fireball
Archers The Log
Fireball The Log
Fireball The Log
Fireball Mini P.E.K.K.A
Fireball Dark Prince The Log
Fireball Archers
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Dark Prince The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Dark Prince
Fireball The Log
Fireball The Log
Fireball The Log
Archers Fireball
Fireball
Fireball Mini P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
Archers Fireball Dark Prince
Fireball Archers
The Log Fireball
Fireball Mini P.E.K.K.A Dark Prince
The Log Fireball
Fireball
Dark Prince
Fireball The Log
Fireball
Fireball Dark Prince The Log

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