My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Firecracker Inferno Dragon

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.

Firecracker Elixir Golem P.E.K.K.A Inferno Dragon Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap The Log

Punishments

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

Elixir Golem

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.

Elixir Golem 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

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
Elixir Golem Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Firecracker Skeleton Army Inferno Dragon
Barbarian Barrel
Firecracker Elixir Golem Skeleton Army
The Log
Firecracker Elixir Golem Skeleton Army
Earthquake
Firecracker Elixir Golem Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elixir Golem Skeleton Army P.E.K.K.A Inferno Dragon
Fireball
Firecracker Elixir Golem Skeleton Army Inferno Dragon
Poison
Firecracker Elixir Golem Skeleton Army
Lightning
Inferno Dragon Goblinstein
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Elixir Golem Skeleton Army P.E.K.K.A Inferno Dragon

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.

Zap The Log Firecracker Elixir Golem Skeleton Army Inferno Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

10 Zap The Log Firecracker Elixir Golem

Attack Synergies 3 7

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.

Zap
Firecracker P.E.K.K.A Elixir Golem The Log
Firecracker
Zap Elixir Golem P.E.K.K.A Inferno Dragon
Elixir Golem
Firecracker Zap The Log Inferno Dragon
Skeleton Army
P.E.K.K.A
Zap Firecracker The Log
The Log
Zap Elixir Golem P.E.K.K.A
Inferno Dragon
Firecracker Elixir Golem
Goblinstein

Defense Synergies 2 10

Zap
Firecracker Skeleton Army P.E.K.K.A The Log Inferno Dragon
Firecracker
The Log Zap Skeleton Army P.E.K.K.A
Elixir Golem
Skeleton Army
Zap Firecracker The Log Inferno Dragon
P.E.K.K.A
The Log Zap Firecracker
The Log
Firecracker P.E.K.K.A Zap Skeleton Army Inferno Dragon
Inferno Dragon
Zap Skeleton Army The Log
Goblinstein

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 Firecracker The Log
Skeleton Army P.E.K.K.A Inferno Dragon Zap Firecracker The Log
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Firecracker
Firecracker Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zap Firecracker
Inferno Dragon Zap Firecracker
Zap P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Firecracker
Skeleton Army Zap Firecracker The Log
Inferno Dragon Zap Firecracker
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army Zap Firecracker P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army Zap P.E.K.K.A The Log Inferno Dragon
Firecracker Skeleton Army P.E.K.K.A
Zap Firecracker Skeleton Army The Log
Zap The Log Firecracker Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army 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.

Skeleton Army Zap P.E.K.K.A
Zap Firecracker The Log Inferno Dragon
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A Zap The Log
P.E.K.K.A Skeleton Army Inferno Dragon
Firecracker Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Firecracker Skeleton Army The Log Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A
Firecracker Skeleton Army
Skeleton Army Zap Firecracker P.E.K.K.A The Log Inferno Dragon
Zap Firecracker P.E.K.K.A The Log Inferno Dragon
Zap

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 Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Inferno Dragon
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Zap Firecracker
Zap Firecracker
Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Skeleton Army
Zap Firecracker
The Log
Firecracker
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker The Log
P.E.K.K.A Inferno Dragon
Firecracker

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