My Best Clash Royale Deck

Deck Check Rating

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

2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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.

Goblin Gang Electro Wizard

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.

P.E.K.K.A Electro Wizard Lumberjack Golden Knight

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.

The Log

Punishments

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

Goblin Gang Hog Rider Lumberjack Golden Knight

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.

Goblin Gang Hog Rider P.E.K.K.A Lumberjack

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.

Hog Rider Electro Wizard Lumberjack Golden Knight

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
Goblin Gang Hog Rider
Giant Snowball
Goblin Gang Hog Rider Lumberjack
Zap
Goblin Gang
Barbarian Barrel
Goblin Gang Electro Wizard Lumberjack
The Log
Goblin Gang Hog Rider Lumberjack
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hog Rider P.E.K.K.A Electro Wizard Lumberjack
Fireball
Goblin Gang Hog Rider Electro Wizard Lumberjack
Poison
Goblin Gang Electro Wizard
Lightning
Electro Wizard Lumberjack
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

Ladder info

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.

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.

Goblin Gang 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.

Mirror The Log Goblin Gang Hog Rider Electro Wizard Lumberjack Golden Knight P.E.K.K.A

Shortest cycle

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

9 Mirror The Log Goblin Gang Hog Rider

Attack Synergies 4 11

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.

Goblin Gang
Hog Rider Mirror P.E.K.K.A
Hog Rider
Goblin Gang The Log Mirror Electro Wizard Lumberjack Golden Knight
Mirror
The Log Goblin Gang Hog Rider Lumberjack
P.E.K.K.A
Electro Wizard Goblin Gang The Log Lumberjack
The Log
Hog Rider Mirror P.E.K.K.A Lumberjack
Electro Wizard
P.E.K.K.A Hog Rider Lumberjack
Lumberjack
Hog Rider Mirror P.E.K.K.A The Log Electro Wizard
Golden Knight
Hog Rider

Defense Synergies 1 13

Goblin Gang
Mirror P.E.K.K.A The Log Electro Wizard Lumberjack
Hog Rider
Mirror
Goblin Gang The Log Electro Wizard Lumberjack
P.E.K.K.A
The Log Goblin Gang Electro Wizard
The Log
P.E.K.K.A Goblin Gang Mirror Electro Wizard Lumberjack Golden Knight
Electro Wizard
Goblin Gang Mirror P.E.K.K.A The Log Lumberjack
Lumberjack
Goblin Gang Mirror The Log Electro Wizard
Golden Knight
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.

The Log Electro Wizard Golden Knight
P.E.K.K.A Lumberjack Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Goblin Gang Electro Wizard
P.E.K.K.A The Log Lumberjack
Goblin Gang The Log Electro Wizard Lumberjack
Electro Wizard Goblin Gang
P.E.K.K.A The Log Electro Wizard Golden Knight
P.E.K.K.A Goblin Gang Lumberjack
Goblin Gang Electro Wizard Lumberjack
Goblin Gang Electro Wizard The Log Lumberjack
Goblin Gang Electro Wizard
P.E.K.K.A Lumberjack Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A The Log Electro Wizard Lumberjack Golden Knight
P.E.K.K.A Goblin Gang Electro Wizard Lumberjack
Goblin Gang P.E.K.K.A The Log Electro Wizard Lumberjack
Goblin Gang P.E.K.K.A Electro Wizard Lumberjack
Goblin Gang The Log Electro Wizard Lumberjack Golden Knight
The Log Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Goblin Gang P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang The Log Lumberjack
Goblin Gang P.E.K.K.A Lumberjack The Log Electro Wizard Golden Knight
Goblin Gang P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Goblin Gang Lumberjack
Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Lumberjack Golden Knight
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Lumberjack Golden Knight
Goblin Gang Electro Wizard P.E.K.K.A The Log Lumberjack Golden Knight
P.E.K.K.A The Log Electro Wizard Golden Knight
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 Golden Knight
The Log Electro Wizard Golden Knight
The Log
The Log
The Log
The Log
The Log
The Log Golden Knight
Goblin Gang Electro Wizard Lumberjack
The Log Electro Wizard Golden Knight
The Log Golden Knight
The Log
The Log Golden Knight
The Log
The Log Electro Wizard
The Log Golden Knight
The Log
The Log
The Log
The Log
The Log Electro Wizard Golden Knight
The Log Golden Knight
The Log Golden Knight
Electro Wizard
Electro Wizard
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Goblin Gang
Electro Wizard
The Log
Goblin Gang Electro Wizard Lumberjack
The Log
P.E.K.K.A
Goblin Gang The Log Electro Wizard Golden Knight
Electro Wizard
The Log Electro Wizard Golden Knight
P.E.K.K.A

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