My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Baby Dragon

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.

Baby Dragon Royal Ghost

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap 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 Royal Ghost

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.

Mini P.E.K.K.A Baby Dragon Royal Ghost

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 Royal Ghost

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
Skeleton Army Clone
Giant Snowball
Skeleton Army Clone Baby Dragon
Zap
Skeleton Army Clone
Barbarian Barrel
Skeleton Army Clone Royal Ghost
The Log
Mini P.E.K.K.A Skeleton Army Clone
Earthquake
Skeleton Army Clone
Arrows
Skeleton Army Clone
Royal Delivery
Mini P.E.K.K.A Skeleton Army Clone Baby Dragon Royal Ghost
Fireball
Skeleton Army Clone Baby Dragon
Poison
Skeleton Army Clone
Lightning
Mini P.E.K.K.A Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon The Log Royal Ghost

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.

Mini P.E.K.K.A Skeleton Army Clone Baby Dragon Royal Ghost

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

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 Zap The Log Skeleton Army Clone Royal Ghost Mini P.E.K.K.A Baby Dragon

Shortest cycle

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

7 Mirror Zap The Log Skeleton Army

Attack Synergies 3 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.

Zap
Mirror Mini P.E.K.K.A Baby Dragon The Log Royal Ghost
Mini P.E.K.K.A
Zap Mirror Baby Dragon The Log
Mirror
Zap The Log Mini P.E.K.K.A Skeleton Army Royal Ghost
Skeleton Army
Clone Mirror
Clone
Skeleton Army Baby Dragon
Baby Dragon
Zap Mini P.E.K.K.A Clone
The Log
Mirror Zap Mini P.E.K.K.A
Royal Ghost
Zap Mirror

Defense Synergies 4 12

Zap
Mini P.E.K.K.A Mirror Skeleton Army Baby Dragon The Log Royal Ghost
Mini P.E.K.K.A
Zap The Log Mirror Skeleton Army Baby Dragon Royal Ghost
Mirror
Zap Skeleton Army Mini P.E.K.K.A The Log
Skeleton Army
Mirror Zap Mini P.E.K.K.A The Log
Clone
Baby Dragon
Zap Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Zap Mirror Skeleton Army Baby Dragon Royal Ghost
Royal Ghost
Zap Mini P.E.K.K.A 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.

Zap Baby Dragon The Log
Mini P.E.K.K.A Skeleton Army Zap The Log
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Zap Baby Dragon Royal Ghost
Zap Baby Dragon
Zap Baby Dragon The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Royal Ghost
Skeleton Army Zap Baby Dragon The Log Royal Ghost
Zap Baby Dragon
Mini P.E.K.K.A Skeleton Army Zap The Log
Skeleton Army Zap Mini P.E.K.K.A Baby Dragon The Log Royal Ghost
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army
Zap Skeleton Army Baby Dragon The Log Royal Ghost
Zap Baby Dragon The Log Royal Ghost
Mini P.E.K.K.A
Skeleton Army Royal Ghost Mini P.E.K.K.A Baby Dragon 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 Skeleton Army Zap Royal Ghost
Zap Mini P.E.K.K.A Baby Dragon The Log Royal Ghost
Skeleton Army Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Zap The Log
Mini P.E.K.K.A Skeleton Army
Zap Baby Dragon
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army
Zap Mini P.E.K.K.A Skeleton Army Baby Dragon The Log
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Zap The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Baby Dragon
Skeleton Army Zap Mini P.E.K.K.A Baby Dragon The Log
Zap Mini P.E.K.K.A Baby Dragon The Log Royal Ghost

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.)

Baby Dragon The Log Royal Ghost
Zap Baby Dragon The Log Royal Ghost
Baby Dragon The Log
The Log
Zap Baby Dragon The Log
Zap Baby Dragon
Baby Dragon The Log
The Log Zap Baby Dragon
The Log Zap
Mini P.E.K.K.A
Zap The Log
Zap Baby Dragon
Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
The Log
Zap Baby Dragon The Log
Zap The Log Baby Dragon
The Log Zap Baby Dragon Royal Ghost
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Zap Baby Dragon
Zap
Mini P.E.K.K.A
Zap The Log
Zap
The Log
Zap Skeleton Army
Zap Baby Dragon
The Log
Mini P.E.K.K.A Baby Dragon
The Log Zap Baby Dragon
Zap
Zap Baby Dragon The Log
Zap
Zap Baby Dragon The Log Royal Ghost

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