My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
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 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.

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.

Royal Recruits Rune Giant Witch Prince P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Fireball The Log

Punishments

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

Royal Recruits Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Recruits Rune Giant Prince P.E.K.K.A

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
Royal Recruits Prince
Giant Snowball
Royal Recruits Witch
Zap
Witch Prince
Barbarian Barrel
Royal Recruits Witch
The Log
Royal Recruits Witch Prince
Earthquake
Witch
Arrows
Royal Recruits Witch
Royal Delivery
Royal Recruits Witch Prince P.E.K.K.A
Fireball
Witch
Poison
Royal Recruits Witch
Lightning
Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Royal Recruits Rune Giant Prince 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

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 Witch

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.

Berserker The Log Fireball Rune Giant Witch Prince Royal Recruits P.E.K.K.A

Shortest cycle

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

12 Berserker The Log Fireball Rune Giant

Attack Synergies 1 5

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.

Berserker
Rune Giant
Royal Recruits
Fireball
The Log
Rune Giant
Berserker
Witch
Prince P.E.K.K.A
Prince
Witch The Log
P.E.K.K.A
Witch The Log
The Log
Fireball Prince P.E.K.K.A

Defense Synergies 3 3

Berserker
Royal Recruits
The Log
Fireball
The Log
Rune Giant
Witch
Prince The Log
Prince
The Log Witch
P.E.K.K.A
The Log
The Log
Fireball Prince P.E.K.K.A Royal Recruits Witch

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.

Royal Recruits Fireball The Log
P.E.K.K.A Royal Recruits Witch Prince The Log
Witch Prince P.E.K.K.A Royal Recruits
Royal Recruits Witch Prince P.E.K.K.A
Royal Recruits Fireball Prince P.E.K.K.A The Log
Fireball The Log
Fireball Witch
Royal Recruits Fireball P.E.K.K.A The Log
Witch P.E.K.K.A Royal Recruits Prince
Royal Recruits Prince
Berserker Witch Royal Recruits Fireball The Log
Fireball Witch
Royal Recruits Prince P.E.K.K.A Fireball Witch The Log
Fireball Royal Recruits Witch Prince P.E.K.K.A The Log
Royal Recruits P.E.K.K.A Prince
Royal Recruits Fireball Prince P.E.K.K.A The Log
Royal Recruits Fireball Witch Prince P.E.K.K.A
Fireball Royal Recruits Witch Prince The Log
Witch The Log Royal Recruits Fireball
P.E.K.K.A Royal Recruits Prince
Royal Recruits Fireball Witch Prince P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Fireball Witch Prince P.E.K.K.A
Fireball Prince The Log
Royal Recruits P.E.K.K.A Witch Prince The Log
Royal Recruits Prince P.E.K.K.A Fireball The Log
Royal Recruits P.E.K.K.A Witch Prince
Fireball Witch
Royal Recruits Prince P.E.K.K.A Fireball Witch
P.E.K.K.A Royal Recruits Prince
Royal Recruits P.E.K.K.A Fireball Witch Prince The Log
Royal Recruits Witch P.E.K.K.A
P.E.K.K.A Royal Recruits Witch Prince
Royal Recruits P.E.K.K.A Fireball Prince The Log
Royal Recruits Prince P.E.K.K.A Fireball Witch
Royal Recruits Fireball Witch
Royal Recruits Witch Fireball Prince P.E.K.K.A The Log
Royal Recruits Fireball Witch P.E.K.K.A The Log
Fireball

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 Royal Recruits The Log
Fireball The Log
Fireball The Log
Royal Recruits Fireball Prince The Log
Fireball The Log
Fireball Witch
Witch The Log
Fireball The Log
Fireball The Log
Fireball Prince
Royal Recruits Fireball Prince The Log
Fireball
Fireball The Log
Fireball
Fireball Prince The Log
Fireball Witch The Log
Royal Recruits Fireball The Log
Fireball
Fireball Prince The Log
Fireball Witch The Log
Fireball Prince The Log
Fireball
Prince The Log
Royal Recruits Fireball The Log
The Log Fireball Witch
Witch
Fireball The Log Witch
Fireball Witch Prince The Log
Fireball The Log
Fireball Witch
Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A Prince
Fireball The Log
Royal Recruits Fireball Witch Prince
Fireball Witch
The Log Fireball
Fireball Prince
The Log Fireball
Fireball
Royal Recruits Prince P.E.K.K.A
Royal Recruits Fireball Witch The Log
Fireball Witch
Royal Recruits Fireball Witch Prince The Log
Prince P.E.K.K.A
Fireball

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