My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Good

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats

Defensive buildings

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

Cannon

Investments

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

Skeletons Ice Spirit Bats

Offensive cards

Win conditions

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

Hog Rider

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.

Mini P.E.K.K.A Hog Rider

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.

Ice Spirit Mini P.E.K.K.A Hog Rider

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 Hog Rider

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 Bats Hog Rider
Giant Snowball
Skeletons Bats Cannon Hog Rider
Zap
Skeletons Bats Cannon
Barbarian Barrel
Skeletons Ice Spirit Cannon
The Log
Skeletons Ice Spirit Cannon Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons Ice Spirit Bats
Royal Delivery
Skeletons Ice Spirit Bats Mini P.E.K.K.A Hog Rider
Fireball
Cannon Hog Rider
Poison
Bats Cannon
Lightning
Cannon Mini P.E.K.K.A
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball 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.

Ice Spirit Bats Mini 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.

Ice Spirit Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats The Log Cannon Fireball Mini P.E.K.K.A Hog Rider

Shortest cycle

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

6 Skeletons Ice Spirit Bats The Log

Attack Synergies 4 6

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
Ice Spirit
Hog Rider Bats Mini P.E.K.K.A
Bats
Hog Rider Ice Spirit Mini P.E.K.K.A
Cannon
Fireball
Hog Rider The Log
Mini P.E.K.K.A
Ice Spirit Bats Hog Rider The Log
Hog Rider
Ice Spirit Bats Fireball The Log Mini P.E.K.K.A
The Log
Hog Rider Fireball Mini P.E.K.K.A

Defense Synergies 5 14

Skeletons
Cannon Ice Spirit Bats Mini P.E.K.K.A The Log
Ice Spirit
Mini P.E.K.K.A Skeletons Bats Cannon Fireball The Log
Bats
Skeletons Ice Spirit Cannon Mini P.E.K.K.A The Log
Cannon
Skeletons The Log Ice Spirit Bats Fireball Mini P.E.K.K.A
Fireball
The Log Ice Spirit Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit The Log Skeletons Bats Cannon Fireball
Hog Rider
The Log
Cannon Fireball Mini P.E.K.K.A Skeletons Ice Spirit Bats

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.

Cannon Fireball The Log
Mini P.E.K.K.A Skeletons Ice Spirit Bats Cannon The Log
Cannon Mini P.E.K.K.A Skeletons Bats
Cannon Mini P.E.K.K.A Skeletons Bats
Fireball Mini P.E.K.K.A The Log
Fireball The Log Skeletons Bats Cannon
Bats Ice Spirit Cannon Fireball
Cannon Fireball The Log
Cannon Mini P.E.K.K.A Skeletons
Skeletons Ice Spirit Cannon Mini P.E.K.K.A
Bats Skeletons Cannon Fireball The Log
Bats Fireball
Cannon Mini P.E.K.K.A Skeletons Ice Spirit Bats Fireball The Log
Fireball Ice Spirit Bats Cannon Mini P.E.K.K.A The Log
Mini P.E.K.K.A Cannon
Ice Spirit Cannon Fireball Mini P.E.K.K.A The Log
Skeletons Bats Cannon Fireball Mini P.E.K.K.A
Ice Spirit Cannon Fireball Bats The Log
The Log Ice Spirit Bats Cannon Fireball
Mini P.E.K.K.A Cannon
Bats Cannon Fireball Mini 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.

Mini P.E.K.K.A Skeletons Fireball
Fireball Mini P.E.K.K.A The Log
Skeletons Ice Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bats Fireball The Log
Skeletons Cannon Mini P.E.K.K.A
Fireball Skeletons Ice Spirit Bats
Mini P.E.K.K.A Skeletons Bats Fireball
Mini P.E.K.K.A
Skeletons Ice Spirit Bats Fireball Mini P.E.K.K.A The Log
Skeletons Cannon
Bats Mini P.E.K.K.A
Fireball The Log
Mini P.E.K.K.A Skeletons Cannon Fireball
Cannon Fireball
Skeletons Ice Spirit Bats Fireball Mini P.E.K.K.A The Log
Bats Cannon Fireball Mini P.E.K.K.A The Log
Cannon 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Ice Spirit Bats
The Log
Fireball The Log Ice Spirit
Fireball The Log
Bats Fireball Mini P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Ice Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Bats Fireball
Ice Spirit Bats Fireball
Fireball Mini P.E.K.K.A
Fireball The Log
Ice Spirit Fireball
Fireball The Log
Ice Spirit Bats Fireball
Fireball
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Fireball
Fireball
Ice Spirit Bats Fireball The Log
Bats Fireball
Fireball The Log
Fireball

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