My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
RIP
Versatility
Bad
F2P score
Bad

2 problems 3 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 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!
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.

Firecracker

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.

Skeletons Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rage The Log

Punishments

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

Royal Hogs

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.

Royal Hogs P.E.K.K.A

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.

Firecracker Royal Hogs

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 Royal Hogs Clone
Giant Snowball
Skeletons Royal Hogs Clone
Zap
Skeletons Firecracker Royal Hogs Clone
Barbarian Barrel
Skeletons Firecracker Royal Hogs Clone
The Log
Skeletons Firecracker Royal Hogs Clone
Earthquake
Skeletons Firecracker Royal Hogs Clone
Arrows
Skeletons Firecracker Royal Hogs Clone
Royal Delivery
Skeletons Firecracker Royal Hogs Clone P.E.K.K.A
Fireball
Firecracker Royal Hogs Clone
Poison
Firecracker Royal Hogs Clone
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Rage Clone P.E.K.K.A

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.

Mirror Skeletons Rage The Log Firecracker Clone Royal Hogs P.E.K.K.A

Shortest cycle

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

5 Mirror Skeletons Rage The Log

Attack Synergies 1 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
Firecracker
Royal Hogs Mirror P.E.K.K.A
Royal Hogs
Firecracker Clone The Log
Mirror
The Log Firecracker
Rage
Clone
Royal Hogs
P.E.K.K.A
Firecracker The Log
The Log
Mirror Royal Hogs P.E.K.K.A

Defense Synergies 2 6

Skeletons
Firecracker P.E.K.K.A The Log
Firecracker
The Log Skeletons Mirror P.E.K.K.A
Royal Hogs
Mirror
Firecracker The Log
Rage
Clone
P.E.K.K.A
The Log Skeletons Firecracker
The Log
Firecracker P.E.K.K.A Skeletons Mirror

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.

Firecracker The Log
P.E.K.K.A Skeletons Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Firecracker
Firecracker P.E.K.K.A The Log
The Log Skeletons Firecracker
Firecracker
P.E.K.K.A The Log
P.E.K.K.A Skeletons
Skeletons Firecracker
Skeletons Firecracker The Log
Firecracker
P.E.K.K.A Skeletons The Log
Firecracker P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Skeletons Firecracker P.E.K.K.A
Firecracker The Log
The Log Firecracker
P.E.K.K.A
Firecracker 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.

Skeletons P.E.K.K.A
Firecracker The Log
P.E.K.K.A Skeletons The Log
P.E.K.K.A The Log
P.E.K.K.A Skeletons
Firecracker Skeletons
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A The Log
P.E.K.K.A Skeletons
Firecracker
Skeletons Firecracker P.E.K.K.A The Log
Firecracker P.E.K.K.A The Log

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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker
Firecracker
The Log
Firecracker
P.E.K.K.A
Firecracker The Log
Firecracker
The Log
Firecracker
The Log Firecracker
Firecracker P.E.K.K.A
Firecracker The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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