My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Wizard Inferno Dragon Night Witch

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 Giant Skeleton P.E.K.K.A Golem Inferno Dragon Night Witch

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.

The Log

Pump responses

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

Missing

Dropped at the bridge

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

Giant Skeleton P.E.K.K.A 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.

Giant Skeleton 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
Clone Giant Skeleton Inferno Dragon Night Witch
Giant Snowball
Clone Inferno Dragon Night Witch
Zap
Clone Inferno Dragon Night Witch
Barbarian Barrel
Wizard Clone Giant Skeleton Night Witch
The Log
Clone Giant Skeleton
Earthquake
Clone
Arrows
Clone Night Witch
Royal Delivery
Wizard Clone Giant Skeleton P.E.K.K.A Inferno Dragon Night Witch
Fireball
Wizard Clone Inferno Dragon Night Witch
Poison
Wizard Clone Night Witch
Lightning
Wizard Inferno Dragon Night Witch
Rocket
Wizard Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Clone Giant Skeleton P.E.K.K.A Golem Inferno Dragon Night Witch

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.

Wizard

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.

The Log Clone Inferno Dragon Night Witch Wizard Giant Skeleton P.E.K.K.A Golem

Shortest cycle

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

13 The Log Clone Inferno Dragon Night Witch

Attack Synergies 4 9

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.

Wizard
Giant Skeleton P.E.K.K.A Golem
Clone
Giant Skeleton Golem Night Witch Inferno Dragon
Giant Skeleton
Clone Wizard The Log Night Witch
P.E.K.K.A
Wizard The Log Night Witch
Golem
Clone Night Witch Wizard The Log
The Log
Giant Skeleton P.E.K.K.A Golem
Inferno Dragon
Clone
Night Witch
Clone Golem Giant Skeleton P.E.K.K.A

Defense Synergies 1 6

Wizard
Giant Skeleton P.E.K.K.A The Log
Clone
Giant Skeleton
Wizard The Log
P.E.K.K.A
The Log Wizard
Golem
The Log
P.E.K.K.A Wizard Giant Skeleton Inferno Dragon Night Witch
Inferno Dragon
The Log
Night Witch
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.

Wizard The Log
P.E.K.K.A Inferno Dragon The Log Night Witch
P.E.K.K.A Giant Skeleton Inferno Dragon Night Witch
P.E.K.K.A Inferno Dragon Night Witch
Giant Skeleton P.E.K.K.A The Log
The Log Night Witch
Inferno Dragon Wizard Night Witch
Giant Skeleton P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Night Witch
Giant Skeleton Night Witch
Wizard Giant Skeleton The Log Night Witch
Inferno Dragon Wizard Night Witch
P.E.K.K.A Night Witch Wizard Giant Skeleton The Log
Wizard P.E.K.K.A The Log Night Witch
P.E.K.K.A Inferno Dragon
P.E.K.K.A The Log Inferno Dragon
Wizard P.E.K.K.A Night Witch
Wizard The Log Night Witch
Wizard The Log Giant Skeleton Inferno Dragon
P.E.K.K.A Inferno Dragon
Wizard Giant Skeleton P.E.K.K.A The Log Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Giant Skeleton P.E.K.K.A
Wizard The Log Inferno Dragon
Giant Skeleton P.E.K.K.A The Log
Giant Skeleton P.E.K.K.A The Log Night Witch
Giant Skeleton P.E.K.K.A Inferno Dragon Night Witch
Wizard
P.E.K.K.A Giant Skeleton Night Witch
Giant Skeleton P.E.K.K.A Inferno Dragon
Giant Skeleton P.E.K.K.A The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Giant Skeleton
P.E.K.K.A Giant Skeleton The Log
Giant Skeleton P.E.K.K.A Wizard Night Witch
Wizard
Giant Skeleton P.E.K.K.A The Log Inferno Dragon Night Witch
Wizard Giant Skeleton P.E.K.K.A The Log Inferno Dragon

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
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Night Witch
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Night Witch
Wizard The Log
Wizard The Log
Giant Skeleton The Log Night Witch
Wizard
The Log
The Log
The Log Wizard
Inferno Dragon
The Log Wizard
Wizard The Log
The Log
Wizard Night Witch
Wizard
Night Witch
Wizard The Log Night Witch
P.E.K.K.A Giant Skeleton
Wizard The Log
Night Witch
Wizard
The Log
Wizard
The Log Wizard
Giant Skeleton
P.E.K.K.A
Giant Skeleton The Log
Giant Skeleton The Log

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