My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Wizard

Defensive buildings

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

Mortar

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 Goblinstein

Offensive cards

Win conditions

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

Mortar

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.

Mortar Elite Barbarians

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.

Mortar Elite 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.

Elite Barbarians

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
Elite Barbarians Guards
Giant Snowball
Guards
Zap
Mortar Guards
Barbarian Barrel
Mortar Elite Barbarians Wizard Guards
The Log
Elite Barbarians Guards
Earthquake
Mortar Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Wizard Guards P.E.K.K.A
Fireball
Mortar Elite Barbarians Wizard
Poison
Mortar Wizard Guards
Lightning
Mortar Elite Barbarians Wizard Goblinstein
Rocket
Mortar Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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.

Guards 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.

Elite Barbarians 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Guards Mortar Fireball Wizard Goblinstein Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 The Log Guards Mortar Fireball

Attack Synergies 0 9

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.

Mortar
Fireball The Log
Elite Barbarians
Fireball Wizard The Log
Fireball
Mortar Elite Barbarians The Log
Wizard
Elite Barbarians P.E.K.K.A
Guards
The Log
P.E.K.K.A
Wizard The Log
The Log
Mortar Elite Barbarians Fireball Guards P.E.K.K.A
Goblinstein

Defense Synergies 2 10

Mortar
Fireball Wizard Guards The Log
Elite Barbarians
Wizard The Log
Fireball
The Log Mortar
Wizard
Mortar Elite Barbarians Guards P.E.K.K.A The Log
Guards
Mortar Wizard The Log
P.E.K.K.A
The Log Wizard
The Log
Fireball P.E.K.K.A Mortar Elite Barbarians Wizard Guards
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.

Mortar Fireball Wizard The Log
Elite Barbarians P.E.K.K.A Mortar The Log
Mortar P.E.K.K.A Elite Barbarians
Elite Barbarians P.E.K.K.A Mortar Guards
Elite Barbarians Fireball P.E.K.K.A The Log
Fireball The Log Guards
Mortar Fireball Wizard
Fireball P.E.K.K.A The Log
P.E.K.K.A Mortar Elite Barbarians
Elite Barbarians Guards
Guards Fireball Wizard The Log
Fireball Wizard
Mortar P.E.K.K.A Elite Barbarians Fireball Wizard Guards The Log
Fireball Wizard Mortar Guards P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A Mortar
Mortar Elite Barbarians Fireball P.E.K.K.A The Log
Wizard Mortar Elite Barbarians Fireball P.E.K.K.A
Mortar Fireball Elite Barbarians Wizard Guards The Log
Mortar Wizard The Log Fireball Guards
P.E.K.K.A Mortar Elite Barbarians
Wizard Elite Barbarians Fireball Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Guards Elite Barbarians Fireball P.E.K.K.A
Fireball Mortar Elite Barbarians Wizard The Log
Guards P.E.K.K.A Elite Barbarians The Log
Guards P.E.K.K.A Elite Barbarians Fireball The Log
P.E.K.K.A Elite Barbarians Guards
Fireball Wizard
Guards P.E.K.K.A Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians
P.E.K.K.A Mortar Elite Barbarians Fireball The Log
P.E.K.K.A Guards
P.E.K.K.A Elite Barbarians Guards
P.E.K.K.A Elite Barbarians Fireball Guards The Log
Elite Barbarians P.E.K.K.A Fireball Wizard Guards
Wizard Fireball
Elite Barbarians Guards Mortar Fireball P.E.K.K.A The Log
Elite Barbarians Fireball Wizard P.E.K.K.A The Log
Mortar 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.)

Fireball Mortar Guards The Log
Mortar Fireball The Log
Fireball The Log
Fireball Guards The Log
Fireball Wizard Mortar The Log
Fireball Wizard
Mortar Wizard The Log
Fireball The Log Wizard
Fireball The Log Mortar Wizard
Elite Barbarians Fireball Guards
Mortar Fireball Wizard The Log
Fireball Wizard
Mortar Elite Barbarians Fireball The Log
Mortar Fireball
Mortar Elite Barbarians Fireball The Log
Mortar Fireball Wizard The Log
Mortar Fireball Wizard The Log
Mortar Fireball
Mortar Fireball Wizard The Log
Mortar Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Mortar Fireball The Log
The Log Mortar Fireball Wizard
Mortar Fireball The Log Wizard
Fireball Mortar Wizard The Log
Fireball Mortar The Log
Elite Barbarians Fireball Wizard
Fireball Wizard Guards
Elite Barbarians Fireball
Mortar Fireball Wizard The Log
Fireball
P.E.K.K.A
Fireball Wizard The Log
Fireball Guards
Fireball Wizard
The Log Fireball
Fireball Wizard
The Log Mortar Fireball Wizard
Fireball
Elite Barbarians P.E.K.K.A
Elite Barbarians Fireball Guards The Log
Fireball
Mortar Fireball The Log
P.E.K.K.A
Fireball Mortar Wizard

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