My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Zappies Mother Witch

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.

Royal Giant Royal Recruits Zappies P.E.K.K.A Mother Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rocket The Log

Punishments

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

Royal Giant Royal Recruits

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Giant Royal Recruits P.E.K.K.A

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
Royal Giant Royal Recruits Skeleton Army
Giant Snowball
Royal Recruits Zappies Skeleton Army
Zap
Royal Giant Zappies Skeleton Army
Barbarian Barrel
Royal Recruits Zappies Skeleton Army
The Log
Royal Giant Royal Recruits Zappies Skeleton Army
Earthquake
Zappies Skeleton Army
Arrows
Royal Recruits Zappies Skeleton Army
Royal Delivery
Royal Recruits Zappies Skeleton Army P.E.K.K.A Mother Witch
Fireball
Zappies Skeleton Army Mother Witch
Poison
Royal Recruits Zappies Skeleton Army Mother Witch
Lightning
Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket The Log

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.

Royal Recruits Rocket Skeleton Army P.E.K.K.A Mother Witch

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.

Royal Giant Skeleton Army

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.

Mediocre

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 Zappies Mother Witch Royal Giant Rocket Royal Recruits P.E.K.K.A

Shortest cycle

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

13 The Log Skeleton Army Zappies Mother Witch

Attack Synergies 1 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.

Royal Giant
Mother Witch Zappies Rocket The Log
Royal Recruits
Zappies
Zappies
Royal Giant Royal Recruits P.E.K.K.A
Rocket
Royal Giant
Skeleton Army
P.E.K.K.A
Zappies The Log Mother Witch
The Log
Royal Giant P.E.K.K.A
Mother Witch
Royal Giant P.E.K.K.A

Defense Synergies 1 9

Royal Giant
Royal Recruits
Skeleton Army The Log
Zappies
Skeleton Army P.E.K.K.A The Log Mother Witch
Rocket
The Log
Skeleton Army
Royal Recruits Zappies The Log
P.E.K.K.A
The Log Zappies
The Log
P.E.K.K.A Royal Recruits Zappies Rocket Skeleton Army Mother Witch
Mother Witch
Zappies 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.

Rocket Royal Recruits Zappies The Log
Skeleton Army P.E.K.K.A Royal Recruits Zappies The Log
Rocket Skeleton Army P.E.K.K.A Royal Recruits Zappies
Royal Recruits Skeleton Army P.E.K.K.A Zappies
Royal Recruits Rocket Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zappies Mother Witch
Rocket Zappies
Rocket Royal Recruits P.E.K.K.A The Log
Zappies P.E.K.K.A Royal Recruits Skeleton Army
Skeleton Army Royal Recruits Zappies
Skeleton Army Mother Witch Royal Recruits Zappies The Log
Zappies
Royal Recruits Skeleton Army P.E.K.K.A Zappies Rocket The Log
Rocket Skeleton Army Royal Recruits Zappies P.E.K.K.A The Log
Royal Recruits Skeleton Army P.E.K.K.A Zappies
Rocket Skeleton Army Royal Recruits Zappies P.E.K.K.A The Log
Royal Recruits Zappies Skeleton Army P.E.K.K.A
Royal Recruits Zappies Skeleton Army The Log
The Log Royal Recruits Zappies Mother Witch
P.E.K.K.A Royal Recruits Zappies
Royal Recruits Skeleton Army Zappies P.E.K.K.A The Log Mother Witch
P.E.K.K.A Zappies Skeleton Army

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Zappies P.E.K.K.A
Rocket The Log
Royal Recruits Zappies Skeleton Army P.E.K.K.A Rocket The Log
Royal Recruits Rocket Skeleton Army P.E.K.K.A Zappies The Log
Royal Recruits P.E.K.K.A Zappies Skeleton Army
Rocket Mother Witch Zappies
Royal Recruits Rocket Skeleton Army P.E.K.K.A Zappies
P.E.K.K.A Royal Recruits Zappies Skeleton Army
Royal Recruits Rocket P.E.K.K.A Zappies Skeleton Army The Log
Royal Recruits P.E.K.K.A Zappies Skeleton Army
P.E.K.K.A Royal Recruits Zappies
Royal Recruits Rocket Skeleton Army P.E.K.K.A The Log
Royal Recruits Rocket Skeleton Army P.E.K.K.A Zappies
Royal Recruits Zappies Skeleton Army
Royal Recruits Zappies Skeleton Army Rocket P.E.K.K.A The Log
Royal Recruits Zappies P.E.K.K.A The Log Mother Witch

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.)

Royal Recruits Rocket The Log
The Log
Rocket The Log
Royal Recruits Rocket The Log
Rocket The Log
Mother Witch Rocket
The Log
The Log
The Log
Rocket
Rocket Royal Recruits The Log
Rocket
Rocket The Log
Rocket
The Log
Rocket The Log
Royal Recruits Rocket The Log
Rocket
Rocket
Rocket The Log
Rocket The Log Mother Witch
Rocket The Log
Rocket
Rocket The Log
Rocket Royal Recruits The Log
The Log Mother Witch
The Log
The Log
Rocket The Log
Mother Witch
Rocket Zappies
Rocket The Log
Rocket Zappies
P.E.K.K.A
Rocket The Log
Royal Recruits Zappies Rocket Skeleton Army
Rocket Zappies
The Log
Rocket
The Log
Rocket
Royal Recruits P.E.K.K.A
Royal Recruits Zappies Rocket The Log
Zappies Rocket
Royal Recruits Rocket The Log
P.E.K.K.A
Rocket

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