My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Archers Minions 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.

Archers Wizard P.E.K.K.A

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.

Mini P.E.K.K.A Hog Rider

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.

Goblins Mini P.E.K.K.A Hog Rider 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.

Mini P.E.K.K.A Hog Rider

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
Archers Minions Hog Rider
Giant Snowball
Goblins Archers Minions Hog Rider
Zap
Goblins Archers Minions
Barbarian Barrel
Goblins Archers Wizard
The Log
Goblins Archers Mini P.E.K.K.A Hog Rider
Earthquake
Archers Hog Rider
Arrows
Goblins Archers Minions
Royal Delivery
Goblins Archers Minions Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A
Fireball
Archers Minions Hog Rider Wizard
Poison
Archers Minions Wizard
Lightning
Mini P.E.K.K.A Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Mini P.E.K.K.A 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.

Goblins Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblins The Log Archers Minions Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

10 Goblins The Log Archers Minions

Attack Synergies 3 12

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.

Goblins
Hog Rider Archers
Archers
Goblins Mini P.E.K.K.A Hog Rider P.E.K.K.A
Minions
Hog Rider Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Archers Minions Hog Rider Wizard The Log
Hog Rider
Goblins Minions The Log Archers Mini P.E.K.K.A Wizard
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A
P.E.K.K.A
Archers Minions Wizard The Log
The Log
Hog Rider Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 2 12

Goblins
Archers Wizard The Log
Archers
Goblins Minions Mini P.E.K.K.A P.E.K.K.A The Log
Minions
Archers P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Archers Wizard
Hog Rider
Wizard
Goblins Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A
The Log Archers Minions Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Goblins Archers Minions 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.

Minions Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Goblins Minions The Log
Mini P.E.K.K.A P.E.K.K.A Goblins Archers Minions
Mini P.E.K.K.A P.E.K.K.A Goblins Minions
Mini P.E.K.K.A P.E.K.K.A The Log
The Log Goblins Archers Minions
Minions Archers Wizard
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Goblins Minions
Goblins Archers Mini P.E.K.K.A
Goblins Archers Minions Wizard The Log
Minions Archers Wizard
Mini P.E.K.K.A P.E.K.K.A Minions Wizard The Log
Wizard Goblins Minions Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Goblins Minions Mini P.E.K.K.A P.E.K.K.A
Goblins Archers Minions Wizard The Log
Wizard The Log Archers Minions
Mini P.E.K.K.A P.E.K.K.A
Wizard Goblins Archers Minions Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A 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 Goblins Archers P.E.K.K.A
Archers Mini P.E.K.K.A Wizard The Log
P.E.K.K.A Goblins Minions Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A
Wizard Archers Minions
Mini P.E.K.K.A P.E.K.K.A Goblins Archers Minions
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Goblins Minions Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Minions Mini P.E.K.K.A
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Archers
Goblins Archers Minions Mini P.E.K.K.A P.E.K.K.A The Log
Minions Archers Mini P.E.K.K.A Wizard P.E.K.K.A The Log

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
The Log
The Log
Wizard The Log
Wizard Minions
Archers Wizard The Log
The Log Wizard
The Log Wizard
Goblins Minions Mini P.E.K.K.A
Wizard The Log
Archers Wizard
The Log
Minions
The Log
Wizard The Log
Wizard The Log
Minions Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard The Log
Wizard The Log
Minions The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Archers Wizard
Minions Wizard
Mini P.E.K.K.A
Wizard The Log
P.E.K.K.A
Wizard The Log
Archers Minions
Archers Wizard
The Log
Mini P.E.K.K.A Wizard
The Log Wizard
P.E.K.K.A
Minions The Log
The Log
P.E.K.K.A
Wizard

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