My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch Electro Wizard Little Prince

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.

Archers Witch P.E.K.K.A Electro Wizard Little Prince

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.

The Log

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Skeleton Army 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.

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.

Goblin Barrel Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Goblin Barrel Skeleton Army Little Prince Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

11 The Log Archers Goblin Barrel Skeleton Army

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.

Archers
P.E.K.K.A
Goblin Barrel
Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Witch
P.E.K.K.A
P.E.K.K.A
Electro Wizard Archers Goblin Barrel Witch The Log
The Log
P.E.K.K.A Little Prince
Electro Wizard
P.E.K.K.A
Little Prince
The Log

Defense Synergies 1 13

Archers
Skeleton Army Witch P.E.K.K.A The Log Electro Wizard
Goblin Barrel
Skeleton Army
Archers The Log Electro Wizard
Witch
Archers The Log Electro Wizard
P.E.K.K.A
The Log Archers Electro Wizard
The Log
P.E.K.K.A Archers Skeleton Army Witch Electro Wizard Little Prince
Electro Wizard
Archers Skeleton Army Witch P.E.K.K.A The Log Little Prince
Little Prince
The Log Electro Wizard

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.

The Log Electro Wizard
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A Archers Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Archers Electro Wizard
Electro Wizard Archers Witch Little Prince
P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Skeleton Army
Skeleton Army Archers Electro Wizard Little Prince
Archers Skeleton Army Witch Electro Wizard The Log
Archers Witch Electro Wizard
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Archers Skeleton Army Witch The Log Electro Wizard Little Prince
Witch The Log Archers Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Skeleton Army Archers Witch P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Skeleton Army Archers Witch P.E.K.K.A Electro Wizard
Electro Wizard Archers The Log
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeleton Army Witch
Archers Witch Electro Wizard
Skeleton Army P.E.K.K.A Archers Witch Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Skeleton Army Witch The Log
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Witch
Archers Skeleton Army Witch
Skeleton Army Witch Electro Wizard Archers P.E.K.K.A The Log Little Prince
Archers Witch P.E.K.K.A The Log Electro Wizard
Electro Wizard

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.)

The Log
The Log Electro Wizard
The Log
The Log
The Log
Witch
Archers Witch The Log
The Log
The Log
Electro Wizard
The Log Electro Wizard
Archers
The Log
The Log
Witch The Log
The Log
Archers The Log Electro Wizard
Witch The Log Little Prince
The Log
The Log
The Log
The Log Witch Little Prince
Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Archers Witch Electro Wizard Little Prince
Electro Wizard Witch
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Archers Skeleton Army Witch
Archers Witch Electro Wizard
The Log
Electro Wizard
The Log
P.E.K.K.A
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard Little Prince
P.E.K.K.A

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