My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Electro Dragon P.E.K.K.A Golem Royal Ghost

Offensive cards

Win conditions

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

Golem

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 Ghost

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.

P.E.K.K.A Golem Royal Ghost

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 Dragon Golem Royal Ghost

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
Skeleton Army
Giant Snowball
Skeleton Army Electro Dragon
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Skeleton Army Royal Ghost
The Log
Skeleton Army
Earthquake
Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Electro Dragon P.E.K.K.A Royal Ghost
Fireball
Inferno Tower Skeleton Army Electro Dragon
Poison
Inferno Tower Skeleton Army Electro Dragon
Lightning
Inferno Tower Electro Dragon
Rocket
Inferno Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon The Log Royal Ghost

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.

Inferno Tower Rage Skeleton Army P.E.K.K.A Golem Royal Ghost

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.

Skeleton Army

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.

Rage The Log Skeleton Army Royal Ghost Inferno Tower Electro Dragon P.E.K.K.A Golem

Shortest cycle

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

10 Rage The Log Skeleton Army Royal Ghost

Attack Synergies 1 4

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.

Inferno Tower
Rage
Electro Dragon
Skeleton Army
Electro Dragon
Golem Rage P.E.K.K.A
P.E.K.K.A
Electro Dragon The Log
Golem
Electro Dragon The Log
The Log
P.E.K.K.A Golem
Royal Ghost

Defense Synergies 3 6

Inferno Tower
Skeleton Army The Log Electro Dragon Royal Ghost
Rage
Skeleton Army
Inferno Tower Electro Dragon The Log
Electro Dragon
Inferno Tower Skeleton Army The Log
P.E.K.K.A
The Log
Golem
The Log
Inferno Tower P.E.K.K.A Skeleton Army Electro Dragon Royal Ghost
Royal Ghost
Inferno Tower 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.

Inferno Tower Electro Dragon The Log
Inferno Tower Skeleton Army P.E.K.K.A Electro Dragon The Log
Inferno Tower Skeleton Army P.E.K.K.A Electro Dragon
Inferno Tower Skeleton Army P.E.K.K.A Electro Dragon
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Electro Dragon Royal Ghost
Inferno Tower Electro Dragon
Inferno Tower Electro Dragon P.E.K.K.A The Log
Inferno Tower P.E.K.K.A Skeleton Army
Skeleton Army Inferno Tower Royal Ghost
Skeleton Army Electro Dragon The Log Royal Ghost
Inferno Tower Electro Dragon
Inferno Tower Skeleton Army P.E.K.K.A Electro Dragon The Log
Skeleton Army Electro Dragon P.E.K.K.A The Log Royal Ghost
Inferno Tower Skeleton Army P.E.K.K.A
Inferno Tower Skeleton Army P.E.K.K.A The Log
Inferno Tower Skeleton Army Electro Dragon P.E.K.K.A
Skeleton Army Electro Dragon The Log Royal Ghost
The Log Electro Dragon Royal Ghost
P.E.K.K.A Inferno Tower
Skeleton Army Royal Ghost Electro Dragon 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 Inferno Tower P.E.K.K.A Royal Ghost
Electro Dragon The Log Royal Ghost
Skeleton Army P.E.K.K.A Inferno Tower Electro Dragon The Log
Skeleton Army P.E.K.K.A Inferno Tower The Log
Inferno Tower P.E.K.K.A Skeleton Army
Electro Dragon
Skeleton Army P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A Skeleton Army
Electro Dragon P.E.K.K.A Inferno Tower Skeleton Army The Log
Inferno Tower P.E.K.K.A Skeleton Army
P.E.K.K.A Inferno Tower Electro Dragon
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Inferno Tower
Skeleton Army Electro Dragon
Inferno Tower Skeleton Army Electro Dragon P.E.K.K.A The Log
Inferno Tower Electro Dragon P.E.K.K.A The Log Royal Ghost
Inferno Tower

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.)

Electro Dragon The Log Royal Ghost
Electro Dragon The Log Royal Ghost
Electro Dragon The Log
The Log
The Log
Electro Dragon
The Log
The Log Electro Dragon
The Log Electro Dragon
Electro Dragon
Electro Dragon The Log
Electro Dragon
The Log
Electro Dragon
The Log
Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
The Log
The Log
Electro Dragon The Log
The Log Electro Dragon
The Log Electro Dragon Royal Ghost
Electro Dragon The Log
The Log
Electro Dragon
Electro Dragon
Electro Dragon The Log
Electro Dragon
P.E.K.K.A
The Log
Skeleton Army Electro Dragon
Electro Dragon
The Log
Electro Dragon
The Log Electro Dragon
Electro Dragon P.E.K.K.A
Electro Dragon The Log
Electro Dragon
Electro Dragon The Log Royal Ghost
P.E.K.K.A
Electro Dragon

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