My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Skeleton Barrel Witch P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Fireball The Log

Punishments

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

Skeleton Barrel

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Skeleton Barrel 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.

Skeleton Barrel

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 Barrel
Giant Snowball
Cannon Skeleton Barrel Witch
Zap
Cannon Skeleton Barrel Witch
Barbarian Barrel
Knight Cannon Skeleton Barrel Witch
The Log
Cannon Skeleton Barrel Witch
Earthquake
Cannon Witch
Arrows
Skeleton Barrel Witch
Royal Delivery
Knight Skeleton Barrel Witch P.E.K.K.A
Fireball
Cannon Skeleton Barrel Witch
Poison
Cannon Skeleton Barrel Witch
Lightning
Knight Cannon Witch Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Skeleton Barrel P.E.K.K.A

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.

Fireball

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.

Fireball Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Cannon Skeleton Barrel Fireball Witch Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Knight Cannon Skeleton Barrel

Attack Synergies 2 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.

Knight
Skeleton Barrel Fireball Witch The Log
Cannon
Skeleton Barrel
Knight Fireball Witch
Fireball
Skeleton Barrel Knight The Log
Witch
Knight Skeleton Barrel P.E.K.K.A
P.E.K.K.A
Witch The Log
The Log
Knight Fireball P.E.K.K.A
Goblinstein

Defense Synergies 4 7

Knight
Cannon Fireball Witch The Log
Cannon
Knight The Log Fireball Witch
Skeleton Barrel
Fireball
Fireball
The Log Knight Cannon Skeleton Barrel
Witch
Knight Cannon The Log
P.E.K.K.A
The Log
The Log
Cannon Fireball P.E.K.K.A Knight Witch
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.

Knight Cannon Skeleton Barrel Fireball The Log
P.E.K.K.A Knight Cannon Witch The Log
Cannon Witch P.E.K.K.A Knight
Cannon Witch P.E.K.K.A Knight
Fireball P.E.K.K.A The Log
Fireball The Log Cannon
Cannon Fireball Witch
Cannon Skeleton Barrel Fireball P.E.K.K.A The Log
Cannon Witch P.E.K.K.A
Knight Cannon
Witch Knight Cannon Fireball The Log
Fireball Witch
Cannon P.E.K.K.A Knight Fireball Witch The Log
Fireball Cannon Witch P.E.K.K.A The Log
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A The Log
Knight Cannon Fireball Witch P.E.K.K.A
Cannon Fireball Knight Witch The Log
Witch The Log Knight Cannon Fireball
P.E.K.K.A Cannon
Knight Cannon Fireball Witch P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Fireball Witch P.E.K.K.A
Fireball Knight Skeleton Barrel The Log
P.E.K.K.A Knight Witch The Log
P.E.K.K.A Knight Fireball The Log
P.E.K.K.A Knight Cannon Witch
Fireball Skeleton Barrel Witch
P.E.K.K.A Knight Fireball Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Fireball Witch The Log
Witch P.E.K.K.A Cannon
P.E.K.K.A Knight Witch
P.E.K.K.A Fireball The Log
P.E.K.K.A Knight Cannon Fireball Witch
Cannon Fireball Witch
Witch Knight Fireball P.E.K.K.A The Log
Cannon Fireball Witch P.E.K.K.A The Log
Cannon Fireball

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.)

Skeleton Barrel Fireball Knight The Log
Fireball Skeleton Barrel The Log
Skeleton Barrel Fireball The Log
Knight Skeleton Barrel Fireball The Log
Fireball The Log
Fireball Skeleton Barrel Witch
Witch The Log
Fireball The Log Skeleton Barrel
Fireball The Log Skeleton Barrel
Fireball
Knight Skeleton Barrel Fireball The Log
Fireball
Knight Skeleton Barrel Fireball The Log
Skeleton Barrel Fireball
Skeleton Barrel Fireball The Log
Skeleton Barrel Fireball Witch The Log
Skeleton Barrel Fireball The Log
Fireball
Skeleton Barrel Fireball The Log
Skeleton Barrel Fireball Witch The Log
Fireball The Log
Fireball
The Log
Skeleton Barrel Fireball The Log
The Log Fireball Witch
Witch
Fireball The Log Skeleton Barrel Witch
Fireball Skeleton Barrel Witch The Log
Fireball Skeleton Barrel The Log
Fireball Witch
Skeleton Barrel Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Skeleton Barrel Fireball Witch
Fireball Witch
The Log Fireball
Fireball Knight
The Log Skeleton Barrel Fireball
Fireball
P.E.K.K.A
Fireball Witch The Log
Fireball Witch
Skeleton Barrel Fireball Witch The Log
P.E.K.K.A
Fireball

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