My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice Golem Magic Archer

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 Bats Ice Golem Magic Archer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Earthquake 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 Hog Rider

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Golem Mini P.E.K.K.A Hog Rider Magic Archer

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 Hog Rider Magic Archer

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 Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Magic Archer
The Log
Skeletons Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Hog Rider Magic Archer
Fireball
Hog Rider Magic Archer
Poison
Bats Magic Archer
Lightning
Ice Golem Mini P.E.K.K.A Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Earthquake The Log Magic Archer

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.

Bats Ice Golem Mini P.E.K.K.A

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.

Ice Golem

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 Bats Ice Golem The Log Earthquake Hog Rider Mini P.E.K.K.A Magic Archer

Shortest cycle

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

7 Skeletons Bats Ice Golem The Log

Attack Synergies 5 10

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.

Bats
Hog Rider Ice Golem Mini P.E.K.K.A
Earthquake
Hog Rider The Log Mini P.E.K.K.A
Hog Rider
Bats Earthquake Ice Golem The Log Mini P.E.K.K.A Magic Archer
Ice Golem
Bats Hog Rider Mini P.E.K.K.A Magic Archer
The Log
Hog Rider Earthquake Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A
Bats Earthquake Hog Rider Ice Golem The Log Magic Archer
Magic Archer
Hog Rider Ice Golem The Log Mini P.E.K.K.A
Skeletons

Defense Synergies 1 18

Bats
Earthquake Ice Golem The Log Mini P.E.K.K.A Skeletons
Earthquake
Bats Ice Golem The Log Mini P.E.K.K.A Skeletons
Hog Rider
Ice Golem
Bats Earthquake The Log Mini P.E.K.K.A Magic Archer Skeletons
The Log
Mini P.E.K.K.A Bats Earthquake Ice Golem Magic Archer Skeletons
Mini P.E.K.K.A
The Log Bats Earthquake Ice Golem Magic Archer Skeletons
Magic Archer
Ice Golem The Log Mini P.E.K.K.A Skeletons
Skeletons
Bats Earthquake Ice Golem The Log Mini P.E.K.K.A Magic Archer

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.

Earthquake Ice Golem The Log Magic Archer
Mini P.E.K.K.A Bats The Log Skeletons
Mini P.E.K.K.A Bats Skeletons
Mini P.E.K.K.A Bats Skeletons
Earthquake The Log Mini P.E.K.K.A
The Log Bats Earthquake Magic Archer Skeletons
Bats Magic Archer
Earthquake Ice Golem The Log Magic Archer
Mini P.E.K.K.A Skeletons
Ice Golem Mini P.E.K.K.A Skeletons
Bats Earthquake Ice Golem The Log Magic Archer Skeletons
Bats Magic Archer
Mini P.E.K.K.A Bats Earthquake The Log Skeletons
Bats Earthquake The Log Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A
The Log Mini P.E.K.K.A
Bats Mini P.E.K.K.A Skeletons
Bats The Log Magic Archer
Earthquake The Log Bats Ice Golem Magic Archer
Mini P.E.K.K.A
Bats Earthquake The Log Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Ice Golem Skeletons
Ice Golem The Log Mini P.E.K.K.A Magic Archer
Bats Ice Golem The Log Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Bats Ice Golem The Log
Mini P.E.K.K.A Skeletons
Bats Ice Golem Magic Archer Skeletons
Mini P.E.K.K.A Bats Ice Golem Skeletons
Mini P.E.K.K.A
Bats Ice Golem The Log Mini P.E.K.K.A Magic Archer Skeletons
Skeletons
Bats Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Ice Golem Skeletons
Magic Archer
Bats Ice Golem The Log Mini P.E.K.K.A Magic Archer Skeletons
Bats Earthquake Ice Golem The Log Mini P.E.K.K.A Magic Archer

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.)

Earthquake Magic Archer Ice Golem The Log
The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Ice Golem The Log
Earthquake The Log Magic Archer
Bats Ice Golem Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Ice Golem Magic Archer
The Log
Bats Mini P.E.K.K.A
Earthquake The Log Magic Archer
Magic Archer
Earthquake Ice Golem The Log Magic Archer
Earthquake Magic Archer
Earthquake Ice Golem The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Magic Archer The Log
Earthquake
Bats Mini P.E.K.K.A
Earthquake The Log Mini P.E.K.K.A Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
The Log
Earthquake The Log
Earthquake Ice Golem The Log Magic Archer
The Log Earthquake Magic Archer
The Log Magic Archer
The Log Magic Archer
Bats Ice Golem Magic Archer
Bats
Mini P.E.K.K.A
Earthquake The Log Magic Archer
Magic Archer
Earthquake The Log Magic Archer
Earthquake Bats Magic Archer
Magic Archer
The Log
Mini P.E.K.K.A Magic Archer
The Log Earthquake Ice Golem Magic Archer
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer

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