My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Witch 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.

Witch P.E.K.K.A Electro Wizard Lava Hound Skeleton King

Offensive cards

Win conditions

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

Miner Lava Hound

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.

Miner

Pump responses

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

Miner

Dropped at the bridge

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

P.E.K.K.A Lava Hound Skeleton King

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.

Miner Electro Wizard

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 Army Miner Lava Hound Skeleton King
Giant Snowball
Skeleton Army Witch Miner Lava Hound Skeleton King
Zap
Skeleton Army Witch Lava Hound Skeleton King
Barbarian Barrel
Skeleton Army Witch Electro Wizard Skeleton King
The Log
Skeleton Army Witch Skeleton King
Earthquake
Skeleton Army Witch Skeleton King
Arrows
Skeleton Army Witch Lava Hound Skeleton King
Royal Delivery
Skeleton Army Witch P.E.K.K.A Miner Electro Wizard Lava Hound Skeleton King
Fireball
Skeleton Army Witch Electro Wizard Lava Hound Skeleton King
Poison
Skeleton Army Witch Electro Wizard Lava Hound Skeleton King
Lightning
Witch Electro Wizard Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log Skeleton King

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.

Skeleton Army P.E.K.K.A Miner

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.

Skeleton Army

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.

Witch Electro Wizard Lava Hound

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.

The Log Skeleton Army Miner Electro Wizard Skeleton King Witch P.E.K.K.A Lava Hound

Shortest cycle

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

12 The Log Skeleton Army Miner Electro Wizard

Attack Synergies 3 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.

Skeleton Army
Skeleton King Lava Hound
Witch
P.E.K.K.A Miner Lava Hound Skeleton King
P.E.K.K.A
Electro Wizard Witch The Log
The Log
P.E.K.K.A Miner
Miner
Lava Hound Witch The Log Electro Wizard Skeleton King
Electro Wizard
P.E.K.K.A Miner
Lava Hound
Miner Skeleton Army Witch
Skeleton King
Skeleton Army Witch Miner

Defense Synergies 1 8

Skeleton Army
The Log Electro Wizard Skeleton King
Witch
The Log Electro Wizard
P.E.K.K.A
The Log Electro Wizard
The Log
P.E.K.K.A Skeleton Army Witch Miner Electro Wizard
Miner
The Log
Electro Wizard
Skeleton Army Witch P.E.K.K.A The Log
Lava Hound
Skeleton King
Skeleton Army

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
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard Skeleton King
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Electro Wizard
Electro Wizard Witch
P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Skeleton Army Skeleton King
Skeleton Army Miner Electro Wizard
Skeleton Army Witch Electro Wizard The Log Skeleton King
Witch Electro Wizard
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A The Log Electro Wizard Skeleton King
Skeleton Army P.E.K.K.A Electro Wizard Skeleton King
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Skeleton Army Witch The Log Electro Wizard
Witch The Log Electro Wizard
P.E.K.K.A Electro Wizard
Skeleton Army Witch P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A Electro Wizard
Electro Wizard The Log Miner
Skeleton Army P.E.K.K.A Witch The Log Electro Wizard
Skeleton Army P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeleton Army Witch
Witch Electro Wizard
Skeleton Army P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Skeleton Army Witch The Log
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Witch Skeleton King
Skeleton Army Witch
Skeleton Army Witch Electro Wizard P.E.K.K.A The Log Skeleton King
Witch P.E.K.K.A The Log Electro Wizard Skeleton King
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
The Log Miner Electro Wizard
The Log Miner
The Log
The Log
Witch
Witch The Log
The Log
The Log Miner
Electro Wizard
Miner The Log Electro Wizard
The Log Miner
The Log
Witch The Log
The Log
The Log Electro Wizard
Witch The Log Miner
The Log
The Log
The Log
The Log Witch
Witch
The Log Miner Witch Electro Wizard
Witch The Log Miner
Miner The Log
Witch Electro Wizard
Electro Wizard Witch
The Log Miner
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Skeleton Army Witch
Witch Electro Wizard
The Log
Miner Electro Wizard
The Log Skeleton King
P.E.K.K.A
Witch The Log Electro Wizard Skeleton King
Witch Electro Wizard
Witch The Log Miner Electro Wizard
P.E.K.K.A

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