My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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 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.

Firecracker 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.

Skeletons Firecracker Witch 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.

Arrows 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.

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.

Firecracker 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
Skeletons Hog Rider
Giant Snowball
Skeletons Hog Rider Witch
Zap
Skeletons Firecracker Witch
Barbarian Barrel
Skeletons Firecracker Witch
The Log
Skeletons Firecracker Mini P.E.K.K.A Hog Rider Witch
Earthquake
Skeletons Firecracker Hog Rider Witch
Arrows
Skeletons Firecracker Witch
Royal Delivery
Skeletons Firecracker Mini P.E.K.K.A Hog Rider Witch P.E.K.K.A
Fireball
Firecracker Hog Rider Witch
Poison
Firecracker Witch
Lightning
Mini P.E.K.K.A Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Firecracker Mini P.E.K.K.A Hog Rider Witch P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Firecracker

Attack Synergies 4 8

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.

Skeletons
Arrows
Hog Rider P.E.K.K.A Mini P.E.K.K.A
Firecracker
Hog Rider Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Arrows Firecracker Hog Rider The Log
Hog Rider
Arrows Firecracker The Log Mini P.E.K.K.A Witch
Witch
Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Witch The Log
The Log
Hog Rider Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 3 11

Skeletons
Firecracker Mini P.E.K.K.A Witch P.E.K.K.A The Log
Arrows
Mini P.E.K.K.A P.E.K.K.A
Firecracker
The Log Skeletons Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
The Log Skeletons Arrows Firecracker Witch
Hog Rider
Witch
Skeletons Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Arrows Firecracker
The Log
Firecracker Mini P.E.K.K.A P.E.K.K.A Skeletons Witch

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.

Firecracker The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Firecracker Witch The Log
Mini P.E.K.K.A Witch P.E.K.K.A Skeletons
Mini P.E.K.K.A Witch P.E.K.K.A Skeletons Firecracker
Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Skeletons Firecracker
Arrows Firecracker Witch
Arrows P.E.K.K.A The Log
Mini P.E.K.K.A Witch P.E.K.K.A Skeletons
Skeletons Firecracker Mini P.E.K.K.A
Witch Skeletons Arrows Firecracker The Log
Arrows Firecracker Witch
Mini P.E.K.K.A P.E.K.K.A Skeletons Witch The Log
Arrows Firecracker Mini P.E.K.K.A Witch 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
Skeletons Arrows Firecracker Mini P.E.K.K.A Witch P.E.K.K.A
Arrows Firecracker Witch The Log
Arrows Witch The Log Firecracker
Mini P.E.K.K.A P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Witch 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.

Mini P.E.K.K.A Skeletons Witch P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A Witch
Arrows Firecracker Skeletons Witch
Mini P.E.K.K.A P.E.K.K.A Skeletons Witch
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Skeletons Firecracker Mini P.E.K.K.A Witch The Log
Witch P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Arrows The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Witch
Firecracker Witch
Witch Skeletons Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Firecracker Mini P.E.K.K.A Witch P.E.K.K.A The Log
Arrows

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.)

Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Witch
Arrows Firecracker Witch The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Mini P.E.K.K.A
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker Witch The Log
Arrows Firecracker The Log
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A The Log
Arrows Firecracker Witch The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Witch
Witch
Arrows Firecracker The Log Witch
Arrows Witch The Log
Arrows Firecracker The Log
Arrows Firecracker Witch
Firecracker Witch
Mini P.E.K.K.A
Arrows The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Witch
Arrows Firecracker Witch
Arrows The Log
Firecracker Mini P.E.K.K.A
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker Witch The Log
Firecracker Witch
Firecracker Witch The Log
P.E.K.K.A
Firecracker

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