My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Archers

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 Archers Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap 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 Dark 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.

Mini P.E.K.K.A Dark Prince 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.

Mini P.E.K.K.A Dark Prince

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 Archers Dark Prince
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers Dark Prince
Barbarian Barrel
Skeletons Archers Dark Prince
The Log
Skeletons Archers Mini P.E.K.K.A Dark Prince
Earthquake
Skeletons Archers
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Mini P.E.K.K.A Dark Prince P.E.K.K.A
Fireball
Archers
Poison
Archers
Lightning
Mini P.E.K.K.A Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Dark Prince 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.

Mini P.E.K.K.A Dark 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

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 Zap The Log Archers Fireball Mini P.E.K.K.A Dark Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Archers

Attack Synergies 2 12

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
Zap
Fireball P.E.K.K.A Archers Mini P.E.K.K.A Dark Prince The Log
Archers
Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A
Fireball
Zap Dark Prince The Log
Mini P.E.K.K.A
Zap Archers Dark Prince The Log
Dark Prince
Zap Archers Fireball Mini P.E.K.K.A
P.E.K.K.A
Zap Archers The Log
The Log
Zap Fireball Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 5 17

Skeletons
Zap Archers Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Zap
Fireball Mini P.E.K.K.A Skeletons Archers Dark Prince P.E.K.K.A The Log
Archers
Skeletons Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Fireball
Zap The Log Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
Zap The Log Skeletons Archers Fireball
Dark Prince
Skeletons Zap Archers Fireball The Log
P.E.K.K.A
The Log Skeletons Zap Archers
The Log
Fireball Mini P.E.K.K.A P.E.K.K.A Skeletons Zap Archers Dark Prince

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.

Zap Fireball The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Zap Dark Prince The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Archers Dark Prince
Mini P.E.K.K.A P.E.K.K.A Skeletons Dark Prince
Fireball Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Fireball The Log Skeletons Zap Archers Dark Prince
Zap Archers Fireball
Zap Fireball P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons
Skeletons Archers Mini P.E.K.K.A Dark Prince
Archers Skeletons Zap Fireball Dark Prince The Log
Zap Archers Fireball
Mini P.E.K.K.A P.E.K.K.A Skeletons Zap Fireball Dark Prince The Log
Fireball Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Zap Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Skeletons Fireball Mini P.E.K.K.A Dark Prince P.E.K.K.A
Fireball Zap Archers Dark Prince The Log
Zap The Log Archers Fireball Dark Prince
Mini P.E.K.K.A P.E.K.K.A
Dark Prince Archers Fireball Mini P.E.K.K.A 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 Zap Archers Fireball Dark Prince P.E.K.K.A
Fireball Zap Archers Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons Zap Mini P.E.K.K.A Dark Prince The Log
Mini P.E.K.K.A Dark Prince P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A Dark Prince
Fireball Skeletons Zap Archers
Mini P.E.K.K.A Dark Prince P.E.K.K.A Skeletons Archers Fireball
Mini P.E.K.K.A P.E.K.K.A Dark Prince
Zap P.E.K.K.A Skeletons Fireball Mini P.E.K.K.A Dark Prince The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A Dark Prince
P.E.K.K.A Zap Fireball Dark Prince The Log
Mini P.E.K.K.A Dark Prince P.E.K.K.A Skeletons Fireball
Archers Fireball
Skeletons Zap Archers Fireball Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Zap Archers Fireball Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Zap 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 Zap The Log
Fireball The Log
Fireball Dark Prince The Log
Fireball Zap Dark Prince The Log
Fireball Zap
Archers The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Mini P.E.K.K.A
Zap Fireball Dark Prince The Log
Fireball Zap Archers
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Mini P.E.K.K.A
Zap Archers Fireball Mini P.E.K.K.A Dark Prince The Log
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball Dark Prince
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Archers Fireball
Zap Fireball
Fireball Mini P.E.K.K.A
Zap Fireball The Log
Zap Fireball
P.E.K.K.A
Fireball The Log
Zap Archers Fireball Dark Prince
Fireball Zap Archers
The Log Fireball
Fireball Mini P.E.K.K.A Dark Prince
The Log Zap Fireball
Zap Fireball
Dark Prince P.E.K.K.A
Zap Fireball The Log
Zap Fireball
Zap Fireball Dark Prince The Log
P.E.K.K.A
Fireball

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