My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard Little Prince

Defensive buildings

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

Mortar

Investments

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

Skeletons Giant Electro Wizard Little Prince

Offensive cards

Win conditions

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

Mortar Giant

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.

Mortar Mini P.E.K.K.A Giant

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.

Mortar Heal Spirit Mini P.E.K.K.A Giant

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 Electro Wizard

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 Giant
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Mortar Little Prince
Barbarian Barrel
Skeletons Mortar Heal Spirit Electro Wizard Little Prince
The Log
Skeletons Heal Spirit Mini P.E.K.K.A Little Prince
Earthquake
Skeletons Mortar
Arrows
Skeletons Heal Spirit Little Prince
Royal Delivery
Skeletons Heal Spirit Mini P.E.K.K.A Electro Wizard Little Prince
Fireball
Mortar Electro Wizard Little Prince
Poison
Mortar Electro Wizard Little Prince
Lightning
Mortar Mini P.E.K.K.A Electro Wizard Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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.

Heal Spirit Mini P.E.K.K.A

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.

Heal Spirit Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit The Log Little Prince Mortar Mini P.E.K.K.A Electro Wizard Giant

Shortest cycle

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

7 Skeletons Heal Spirit The Log Little Prince

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
Mortar
The Log
Heal Spirit
Mini P.E.K.K.A Giant
Mini P.E.K.K.A
Giant Heal Spirit The Log Electro Wizard Little Prince
Giant
Mini P.E.K.K.A Heal Spirit The Log Electro Wizard Little Prince
The Log
Mortar Mini P.E.K.K.A Giant Little Prince
Electro Wizard
Mini P.E.K.K.A Giant
Little Prince
Mini P.E.K.K.A Giant The Log

Defense Synergies 2 10

Skeletons
Mortar Mini P.E.K.K.A The Log Electro Wizard Little Prince
Mortar
Skeletons The Log Electro Wizard
Heal Spirit
Mini P.E.K.K.A
The Log Electro Wizard Skeletons
Giant
The Log
Mini P.E.K.K.A Skeletons Mortar Electro Wizard Little Prince
Electro Wizard
Mini P.E.K.K.A Skeletons Mortar The Log Little Prince
Little Prince
Skeletons The Log Electro Wizard

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.

Mortar The Log Electro Wizard
Mini P.E.K.K.A Skeletons Mortar The Log Electro Wizard
Mortar Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Mortar Electro Wizard
Mini P.E.K.K.A The Log
The Log Skeletons Electro Wizard
Electro Wizard Mortar Little Prince
The Log Electro Wizard
Mini P.E.K.K.A Skeletons Mortar
Skeletons Mini P.E.K.K.A Electro Wizard Little Prince
Electro Wizard Skeletons The Log
Electro Wizard
Mortar Mini P.E.K.K.A Skeletons The Log Electro Wizard
Mortar Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Mortar Electro Wizard
Mortar Mini P.E.K.K.A The Log Electro Wizard
Skeletons Mortar Mini P.E.K.K.A Electro Wizard
Mortar The Log Electro Wizard Little Prince
Mortar The Log Electro Wizard Little Prince
Mini P.E.K.K.A Mortar Electro Wizard
Mini P.E.K.K.A The Log Electro Wizard Little Prince

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 Electro Wizard
Electro Wizard Mortar Mini P.E.K.K.A The Log
Skeletons Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A The Log Electro Wizard
Skeletons Mini P.E.K.K.A
Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A
Electro Wizard Skeletons Mortar Mini P.E.K.K.A The Log
Skeletons
Mini P.E.K.K.A
The Log Electro Wizard
Mini P.E.K.K.A Skeletons
Electro Wizard Skeletons Mortar Mini P.E.K.K.A The Log Little Prince
Mini P.E.K.K.A The Log Electro Wizard

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.)

Mortar The Log
Mortar The Log Electro Wizard
The Log
The Log
Mortar The Log
Mortar The Log
The Log
The Log Mortar
Mini P.E.K.K.A Electro Wizard
Mortar The Log Electro Wizard
Mortar The Log
Mortar
Mortar The Log
Mortar The Log
Mortar The Log
Mortar
Mini P.E.K.K.A
Mortar Mini P.E.K.K.A The Log Electro Wizard
Mortar The Log Little Prince
The Log
The Log
Mortar The Log
The Log Mortar Little Prince
Mortar The Log Electro Wizard
Mortar The Log
Mortar The Log
Electro Wizard Little Prince
Electro Wizard
Mini P.E.K.K.A
Mortar The Log
Electro Wizard
The Log
Electro Wizard
Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard
The Log Mortar
The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard Little Prince

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