My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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.

Wizard Ram Rider

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 Wizard Cannon Cart P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Tornado The Log

Punishments

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

Cannon Cart Ram 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.

Cannon Cart P.E.K.K.A Ram Rider

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.

Ram 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 Cannon Cart Ram Rider
Giant Snowball
Skeletons Ram Rider
Zap
Skeletons Cannon Cart Ram Rider
Barbarian Barrel
Skeletons Wizard Cannon Cart
The Log
Skeletons Cannon Cart Ram Rider
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Wizard Cannon Cart P.E.K.K.A Ram Rider
Fireball
Wizard Cannon Cart Ram Rider
Poison
Wizard
Lightning
Wizard Cannon Cart Ram Rider
Rocket
Wizard Cannon Cart Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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 Tornado 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.

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.

Skeletons The Log Arrows Tornado Wizard Cannon Cart Ram Rider P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Tornado

Attack Synergies 4 11

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
P.E.K.K.A Cannon Cart Ram Rider
Wizard
Tornado P.E.K.K.A Ram Rider
Tornado
Wizard P.E.K.K.A Cannon Cart The Log Ram Rider
Cannon Cart
The Log Arrows Tornado Ram Rider
P.E.K.K.A
Arrows Tornado Wizard The Log Ram Rider
The Log
Cannon Cart Tornado P.E.K.K.A Ram Rider
Ram Rider
Arrows Wizard Tornado Cannon Cart P.E.K.K.A The Log

Defense Synergies 3 16

Skeletons
Wizard Tornado Cannon Cart P.E.K.K.A The Log Ram Rider
Arrows
Tornado Cannon Cart P.E.K.K.A
Wizard
Tornado Skeletons Cannon Cart P.E.K.K.A The Log
Tornado
Wizard P.E.K.K.A Skeletons Arrows Cannon Cart The Log Ram Rider
Cannon Cart
Skeletons Arrows Wizard Tornado
P.E.K.K.A
Tornado The Log Skeletons Arrows Wizard
The Log
P.E.K.K.A Skeletons Wizard Tornado Ram Rider
Ram Rider
Skeletons Tornado 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.

Cannon Cart Wizard The Log Ram Rider
P.E.K.K.A Skeletons Cannon Cart The Log Ram Rider
Tornado P.E.K.K.A Ram Rider Skeletons Cannon Cart
P.E.K.K.A Skeletons Cannon Cart Ram Rider
Arrows Tornado P.E.K.K.A The Log
Arrows Tornado The Log Skeletons Cannon Cart
Tornado Ram Rider Arrows Wizard
Arrows Cannon Cart P.E.K.K.A The Log Ram Rider
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Cannon Cart
Skeletons Arrows Wizard Tornado Cannon Cart The Log Ram Rider
Arrows Wizard Tornado Ram Rider
P.E.K.K.A Skeletons Wizard Cannon Cart The Log Ram Rider
Wizard Arrows Tornado Cannon Cart P.E.K.K.A The Log
P.E.K.K.A Cannon Cart Ram Rider
Tornado P.E.K.K.A The Log Ram Rider
Wizard Skeletons Arrows Tornado Cannon Cart P.E.K.K.A
Arrows Wizard Tornado Cannon Cart The Log Ram Rider
Arrows Wizard Tornado The Log Cannon Cart Ram Rider
P.E.K.K.A Tornado Cannon Cart Ram Rider
Wizard Arrows Cannon Cart P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Cannon Cart P.E.K.K.A
Arrows Wizard Cannon Cart The Log
P.E.K.K.A Skeletons Cannon Cart The Log Ram Rider
P.E.K.K.A Tornado Cannon Cart The Log Ram Rider
P.E.K.K.A Skeletons Cannon Cart Ram Rider
Arrows Wizard Skeletons Tornado Ram Rider
P.E.K.K.A Skeletons Cannon Cart Ram Rider
P.E.K.K.A Cannon Cart
P.E.K.K.A Skeletons Tornado Cannon Cart The Log
P.E.K.K.A Skeletons
P.E.K.K.A Cannon Cart
P.E.K.K.A Arrows Tornado The Log
Cannon Cart P.E.K.K.A Skeletons Wizard Ram Rider
Wizard Cannon Cart
Skeletons Tornado Cannon Cart P.E.K.K.A The Log
Arrows Wizard Cannon Cart 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 The Log
Arrows Tornado The Log Ram Rider
Arrows Cannon Cart The Log
Cannon Cart Arrows The Log
Wizard Arrows The Log
Arrows Wizard Tornado Ram Rider
Arrows Wizard Tornado The Log
Arrows The Log Wizard Tornado Ram Rider
Arrows The Log Wizard Tornado Ram Rider
Tornado
Arrows Wizard Tornado Cannon Cart The Log Ram Rider
Arrows Wizard Tornado
Cannon Cart The Log
Arrows Cannon Cart
Arrows Cannon Cart The Log
Arrows Wizard Cannon Cart The Log
Arrows Wizard Cannon Cart The Log
Arrows Tornado
Arrows Wizard The Log
Arrows Wizard Tornado The Log
The Log
Arrows Wizard Tornado
Tornado The Log
Arrows Cannon Cart The Log
Arrows Tornado The Log Wizard
Arrows The Log Wizard Tornado Ram Rider
Arrows Wizard Tornado The Log Ram Rider
Arrows Tornado The Log
Arrows Wizard Tornado
Wizard
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Cannon Cart
Arrows Wizard Tornado Ram Rider
Arrows The Log
Wizard Cannon Cart
Arrows The Log Wizard
Arrows Tornado
Cannon Cart P.E.K.K.A
Tornado The Log
Tornado
Tornado Cannon Cart The Log
Cannon Cart P.E.K.K.A
Wizard

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