My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Prince P.E.K.K.A Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Prince Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Prince P.E.K.K.A Mega Knight

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.

Goblin Barrel

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
Goblin Barrel Skeleton Army Prince
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army Prince
Barbarian Barrel
Goblin Barrel Skeleton Army
The Log
Goblin Barrel Skeleton Army Prince
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army Prince P.E.K.K.A
Fireball
Goblin Barrel Skeleton Army
Poison
Skeleton Army
Lightning
Prince Goblinstein
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Mega Knight

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.

Skeleton Army Prince P.E.K.K.A Mega Knight

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 Goblin Barrel Skeleton Army

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 Goblin Barrel

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 Goblin Barrel Skeleton Army Fireball Prince Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Goblin Barrel Skeleton Army Fireball

Attack Synergies 2 8

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.

Fireball
The Log Mega Knight
Goblin Barrel
Prince Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army
Goblin Barrel
Prince
Goblin Barrel Mega Knight The Log
P.E.K.K.A
Goblin Barrel The Log
The Log
Fireball Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Fireball Goblin Barrel The Log
Goblinstein

Defense Synergies 3 4

Fireball
The Log Mega Knight
Goblin Barrel
Skeleton Army
Prince The Log
Prince
The Log Skeleton Army
P.E.K.K.A
The Log
The Log
Fireball Prince P.E.K.K.A Skeleton Army Mega Knight
Mega Knight
Fireball The Log
Goblinstein

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.

Fireball The Log
Skeleton Army P.E.K.K.A Prince The Log Mega Knight
Skeleton Army Prince P.E.K.K.A Mega Knight
Skeleton Army Prince P.E.K.K.A Mega Knight
Fireball Skeleton Army Prince P.E.K.K.A The Log Mega Knight
Fireball Skeleton Army The Log Mega Knight
Fireball
Fireball P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeleton Army Prince
Skeleton Army Prince Mega Knight
Skeleton Army Fireball The Log Mega Knight
Fireball
Skeleton Army Prince P.E.K.K.A Mega Knight Fireball The Log
Fireball Skeleton Army Mega Knight Prince P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Prince Mega Knight
Skeleton Army Fireball Prince P.E.K.K.A The Log Mega Knight
Mega Knight Fireball Skeleton Army Prince P.E.K.K.A
Fireball Mega Knight Skeleton Army Prince The Log
The Log Fireball Mega Knight
P.E.K.K.A Prince
Skeleton Army Mega Knight Fireball Prince 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.

Skeleton Army Mega Knight Fireball Prince P.E.K.K.A
Fireball Prince The Log Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Prince The Log
Skeleton Army Prince P.E.K.K.A Mega Knight Fireball The Log
P.E.K.K.A Skeleton Army Prince Mega Knight
Fireball
Skeleton Army Prince P.E.K.K.A Fireball
P.E.K.K.A Mega Knight Skeleton Army Prince
P.E.K.K.A Mega Knight Fireball Skeleton Army Prince The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Prince
Skeleton Army P.E.K.K.A Mega Knight Fireball Prince The Log
Skeleton Army Prince P.E.K.K.A Mega Knight Fireball
Fireball Skeleton Army Mega Knight
Skeleton Army Fireball Prince P.E.K.K.A The Log
Mega Knight Fireball 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 The Log
Fireball The Log
Fireball The Log
Fireball Prince The Log
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
Fireball The Log
Fireball Prince
Fireball Prince The Log
Fireball
Fireball The Log
Fireball
Fireball Prince The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball
Fireball Prince The Log Mega Knight
Fireball The Log Mega Knight
Fireball Prince The Log Mega Knight
Fireball
Prince The Log
Fireball The Log
The Log Fireball Mega Knight
Fireball The Log
Fireball Prince The Log Mega Knight
Fireball The Log
Fireball
Fireball
Fireball
Fireball The Log Mega Knight
Fireball
P.E.K.K.A Prince Mega Knight
Fireball The Log
Fireball Skeleton Army Prince
Fireball
The Log Fireball
Fireball Prince Mega Knight
The Log Fireball
Fireball
Prince P.E.K.K.A Mega Knight
Fireball The Log
Fireball
Fireball Prince The Log Mega Knight
Prince P.E.K.K.A
Fireball Mega Knight

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