My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard 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.

Wizard P.E.K.K.A Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Miner

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.

Miner

Pump responses

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

Miner

Dropped at the bridge

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

Barbarians 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.

Miner

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 Miner Inferno Dragon
Giant Snowball
Barbarians Skeleton Army Miner Inferno Dragon
Zap
Skeleton Army Inferno Dragon
Barbarian Barrel
Barbarians Wizard Skeleton Army Ice Wizard
The Log
Barbarians Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Barbarians Wizard Skeleton Army P.E.K.K.A Miner Ice Wizard Inferno Dragon
Fireball
Barbarians Wizard Skeleton Army Ice Wizard Inferno Dragon
Poison
Barbarians Wizard Skeleton Army Ice Wizard
Lightning
Wizard Ice Wizard Inferno Dragon
Rocket
Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Ice Wizard

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 Miner Ice Wizard 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

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.

Barbarians Wizard Ice 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 Skeleton Army Miner Ice Wizard Inferno Dragon Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Skeleton Army Miner Ice Wizard

Attack Synergies 0 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.

Barbarians
Wizard
P.E.K.K.A Miner
Skeleton Army
P.E.K.K.A
Wizard The Log Ice Wizard
The Log
P.E.K.K.A Miner
Miner
Wizard The Log Inferno Dragon
Ice Wizard
P.E.K.K.A
Inferno Dragon
Miner

Defense Synergies 1 13

Barbarians
Skeleton Army
Wizard
Skeleton Army P.E.K.K.A The Log Ice Wizard
Skeleton Army
Barbarians Wizard The Log Ice Wizard Inferno Dragon
P.E.K.K.A
The Log Wizard Ice Wizard
The Log
P.E.K.K.A Wizard Skeleton Army Miner Ice Wizard Inferno Dragon
Miner
The Log
Ice Wizard
Wizard Skeleton Army P.E.K.K.A The Log Inferno Dragon
Inferno Dragon
Skeleton Army The Log Ice 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.

Wizard The Log
Barbarians Skeleton Army P.E.K.K.A Inferno Dragon The Log Ice Wizard
Barbarians Skeleton Army P.E.K.K.A Ice Wizard Inferno Dragon
Barbarians Skeleton Army P.E.K.K.A Inferno Dragon Ice Wizard
Barbarians Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Ice Wizard
Inferno Dragon Wizard Ice Wizard
Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A Inferno Dragon Skeleton Army Ice Wizard
Skeleton Army Barbarians Miner Ice Wizard
Barbarians Skeleton Army Ice Wizard Wizard The Log
Inferno Dragon Wizard Ice Wizard
Barbarians Skeleton Army P.E.K.K.A Wizard The Log Ice Wizard
Wizard Skeleton Army Barbarians P.E.K.K.A The Log
Barbarians Skeleton Army P.E.K.K.A Inferno Dragon
Barbarians Skeleton Army P.E.K.K.A The Log Inferno Dragon
Barbarians Wizard Skeleton Army P.E.K.K.A
Barbarians Wizard Skeleton Army The Log Ice Wizard
Wizard The Log Barbarians Ice Wizard Inferno Dragon
Barbarians P.E.K.K.A Inferno Dragon
Wizard Skeleton Army Barbarians P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Barbarians Skeleton Army P.E.K.K.A
Wizard The Log Miner Inferno Dragon
Barbarians Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Barbarians The Log
Barbarians P.E.K.K.A Skeleton Army Inferno Dragon
Wizard Ice Wizard
Skeleton Army P.E.K.K.A Barbarians Ice Wizard
P.E.K.K.A Barbarians Skeleton Army Inferno Dragon
P.E.K.K.A Barbarians Skeleton Army The Log Inferno Dragon
P.E.K.K.A Barbarians Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Barbarians
Skeleton Army P.E.K.K.A Barbarians The Log
Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Barbarians Skeleton Army
Barbarians Skeleton Army P.E.K.K.A The Log Inferno Dragon
Barbarians Wizard P.E.K.K.A The Log Ice Wizard Inferno Dragon
Ice 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 Miner Ice Wizard
The Log Miner
Barbarians The Log
Wizard The Log
Wizard Ice Wizard
Wizard The Log
The Log Wizard Ice Wizard
The Log Miner Wizard
Miner Wizard The Log
Wizard
The Log Miner
The Log
Wizard The Log
Wizard The Log
Wizard The Log
Wizard The Log Miner
The Log
Wizard
The Log
Barbarians The Log
The Log Wizard Ice Wizard
Inferno Dragon
The Log Miner Wizard Ice Wizard
Wizard The Log Miner
Miner The Log
Wizard Ice Wizard
Wizard
Wizard The Log Miner
P.E.K.K.A
Wizard The Log
Barbarians Skeleton Army
Wizard Ice Wizard
The Log
Miner Wizard
The Log Wizard
P.E.K.K.A
The Log
The Log Miner
P.E.K.K.A Inferno Dragon
Wizard

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