My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Goblin Curse

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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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 Suspicious Bush Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Battle Ram 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.

Electro Wizard

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 Battle Ram
Giant Snowball
Skeletons Cannon Battle Ram
Zap
Skeletons Cannon Battle Ram
Barbarian Barrel
Skeletons Cannon Battle Ram Electro Wizard
The Log
Skeletons Cannon Suspicious Bush Battle Ram
Earthquake
Skeletons Cannon
Arrows
Skeletons Suspicious Bush
Royal Delivery
Skeletons Battle Ram P.E.K.K.A Electro Wizard
Fireball
Cannon Suspicious Bush Battle Ram Electro Wizard
Poison
Cannon Suspicious Bush Electro Wizard
Lightning
Cannon Battle Ram Electro Wizard
Rocket

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

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.

Suspicious Bush Battle Ram 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 Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Suspicious Bush The Log Cannon Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Suspicious Bush The Log Cannon

Attack Synergies 2 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
Cannon
Suspicious Bush
Fireball
Battle Ram The Log Electro Wizard
Battle Ram
The Log Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A
Electro Wizard
P.E.K.K.A Fireball Battle Ram

Defense Synergies 4 8

Skeletons
Cannon P.E.K.K.A The Log Electro Wizard
Cannon
Skeletons The Log Fireball Electro Wizard
Suspicious Bush
Fireball
The Log Cannon Electro Wizard
Battle Ram
P.E.K.K.A
The Log Skeletons Electro Wizard
The Log
Cannon Fireball P.E.K.K.A Skeletons Electro Wizard
Electro Wizard
Skeletons Cannon Fireball 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.

Cannon Fireball The Log Electro Wizard
P.E.K.K.A Skeletons Cannon The Log Electro Wizard
Cannon P.E.K.K.A Skeletons Electro Wizard
Cannon P.E.K.K.A Skeletons Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Cannon Electro Wizard
Electro Wizard Cannon Fireball
Cannon Fireball P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A Skeletons
Skeletons Cannon Electro Wizard
Electro Wizard Skeletons Cannon Fireball The Log
Fireball Electro Wizard
Cannon P.E.K.K.A Skeletons Fireball The Log Electro Wizard
Fireball Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon Fireball P.E.K.K.A The Log Electro Wizard
Skeletons Cannon Fireball P.E.K.K.A Electro Wizard
Cannon Fireball The Log Electro Wizard
The Log Cannon Fireball Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon Fireball P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard The Log
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Skeletons Cannon
Fireball Skeletons Electro Wizard
P.E.K.K.A Skeletons Fireball Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Fireball The Log
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Skeletons Cannon Fireball
Cannon Fireball
Electro Wizard Skeletons Fireball P.E.K.K.A The Log
Cannon Fireball P.E.K.K.A The Log Electro Wizard
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 Electro Wizard
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball The Log
Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Fireball
Fireball Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Fireball
Fireball
P.E.K.K.A
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard

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