My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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!
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!

Similar decks

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 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

Damage spells

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

Fireball Rage The Log

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Rage 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

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 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.

Mirror Rage The Log Goblin Barrel Skeleton Army Fireball Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Rage The Log Goblin Barrel

Attack Synergies 3 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.

Fireball
Mirror The Log
Wizard
Rage P.E.K.K.A
Mirror
Fireball Goblin Barrel The Log Skeleton Army
Rage
Wizard
Goblin Barrel
Mirror Skeleton Army P.E.K.K.A
Skeleton Army
Mirror Goblin Barrel
P.E.K.K.A
Wizard Goblin Barrel The Log
The Log
Mirror Fireball P.E.K.K.A

Defense Synergies 4 5

Fireball
Mirror The Log
Wizard
Skeleton Army P.E.K.K.A The Log
Mirror
Fireball Skeleton Army The Log
Rage
Goblin Barrel
Skeleton Army
Mirror Wizard The Log
P.E.K.K.A
The Log Wizard
The Log
Fireball P.E.K.K.A Wizard Mirror Skeleton Army

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

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