My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Fire Spirit Minions Magic Archer

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.

P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

The Log

Punishments

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

Wall Breakers 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.

Fire Spirit Wall Breakers P.E.K.K.A Magic Archer

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.

Miner Magic Archer

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
Minions Wall Breakers Skeleton Army Miner
Giant Snowball
Fire Spirit Minions Wall Breakers Skeleton Army Miner
Zap
Fire Spirit Minions Wall Breakers Skeleton Army
Barbarian Barrel
Fire Spirit Wall Breakers Skeleton Army Magic Archer
The Log
Fire Spirit Wall Breakers Skeleton Army
Earthquake
Skeleton Army
Arrows
Fire Spirit Minions Wall Breakers Skeleton Army
Royal Delivery
Fire Spirit Minions Wall Breakers Skeleton Army P.E.K.K.A Miner Magic Archer
Fireball
Minions Wall Breakers Skeleton Army Magic Archer
Poison
Minions Skeleton Army Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Magic Archer

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.

Fire Spirit Skeleton Army P.E.K.K.A 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

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.

Fire Spirit Minions

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.

Fire Spirit Wall Breakers The Log Minions Skeleton Army Miner Magic Archer P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Wall Breakers The Log Minions

Attack Synergies 5 8

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.

Fire Spirit
P.E.K.K.A Miner Wall Breakers
Minions
Miner Wall Breakers P.E.K.K.A
Wall Breakers
Miner Fire Spirit Minions The Log
Skeleton Army
P.E.K.K.A
Fire Spirit Magic Archer Minions The Log
The Log
Wall Breakers P.E.K.K.A Miner Magic Archer
Miner
Fire Spirit Minions Wall Breakers The Log Magic Archer
Magic Archer
P.E.K.K.A The Log Miner

Defense Synergies 1 8

Fire Spirit
P.E.K.K.A The Log
Minions
P.E.K.K.A The Log
Wall Breakers
Skeleton Army
The Log Magic Archer
P.E.K.K.A
The Log Fire Spirit Minions
The Log
P.E.K.K.A Fire Spirit Minions Skeleton Army Miner Magic Archer
Miner
The Log
Magic Archer
Skeleton Army 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 The Log Magic Archer
Skeleton Army P.E.K.K.A Minions The Log
Skeleton Army P.E.K.K.A Fire Spirit Minions
Skeleton Army P.E.K.K.A Minions
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Fire Spirit Minions Magic Archer
Minions Fire Spirit Magic Archer
P.E.K.K.A The Log Magic Archer
P.E.K.K.A Minions Skeleton Army
Skeleton Army Fire Spirit Miner
Minions Skeleton Army The Log Magic Archer
Minions Magic Archer
Skeleton Army P.E.K.K.A Fire Spirit Minions The Log
Fire Spirit Skeleton Army Minions P.E.K.K.A The Log Magic Archer
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Minions Skeleton Army P.E.K.K.A
Fire Spirit Minions Skeleton Army The Log Magic Archer
The Log Fire Spirit Minions Magic Archer
P.E.K.K.A
Skeleton Army Fire Spirit Minions 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 P.E.K.K.A
The Log Miner Magic Archer
Skeleton Army P.E.K.K.A Minions The Log
Skeleton Army P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Fire Spirit Minions Magic Archer
Skeleton Army P.E.K.K.A Minions
P.E.K.K.A Skeleton Army
P.E.K.K.A Minions Skeleton Army The Log Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Minions
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army Magic Archer
Skeleton Army Minions P.E.K.K.A The Log Magic Archer
Minions P.E.K.K.A The Log Magic Archer

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.)

Magic Archer The Log
The Log Miner Magic Archer
The Log Miner Magic Archer
The Log
Fire Spirit The Log Magic Archer
Fire Spirit Minions Magic Archer
Fire Spirit The Log Magic Archer
The Log Fire Spirit Magic Archer
The Log Miner
Fire Spirit Minions
Miner The Log Magic Archer
Fire Spirit Magic Archer
Fire Spirit The Log Miner Magic Archer
Minions Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Minions
Fire Spirit The Log Magic Archer
Fire Spirit The Log Miner Magic Archer
Minions The Log Magic Archer
The Log
The Log
The Log Fire Spirit Magic Archer
The Log Miner Magic Archer
The Log Miner Magic Archer
Miner The Log Magic Archer
Fire Spirit Magic Archer
Minions
The Log Miner Magic Archer
Magic Archer
P.E.K.K.A
The Log Magic Archer
Fire Spirit Minions Skeleton Army Magic Archer
Fire Spirit Magic Archer
The Log
Miner Magic Archer
The Log Magic Archer
P.E.K.K.A
Minions The Log Magic Archer
Magic Archer
The Log Miner Magic Archer

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