My Best Clash Royale Deck

Deck Check Rating

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

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.

Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 Balloon Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Mini P.E.K.K.A Balloon Mega Knight

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.

Barbarians Mini P.E.K.K.A Balloon Mega Knight

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.

Mini P.E.K.K.A Balloon

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 Balloon
Giant Snowball
Skeletons Barbarians Balloon
Zap
Skeletons Inferno Tower Balloon
Barbarian Barrel
Skeletons Barbarians Inferno Tower Wizard
The Log
Skeletons Barbarians Mini P.E.K.K.A
Earthquake
Skeletons Barbarians Inferno Tower
Arrows
Skeletons
Royal Delivery
Skeletons Barbarians Mini P.E.K.K.A Wizard Balloon
Fireball
Barbarians Inferno Tower Wizard Balloon
Poison
Barbarians Inferno Tower Wizard Balloon
Lightning
Mini P.E.K.K.A Inferno Tower Wizard Balloon
Rocket
Barbarians Inferno Tower Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Mega Knight

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.

Mini P.E.K.K.A Inferno Tower Mega Knight

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Mini P.E.K.K.A Barbarians Inferno Tower Wizard Balloon Mega Knight

Shortest cycle

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

12 Skeletons The Log Mini P.E.K.K.A Barbarians

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.

Skeletons
Barbarians
Balloon
Mini P.E.K.K.A
Wizard The Log Mega Knight
Inferno Tower
Wizard
Mini P.E.K.K.A Balloon Mega Knight
Balloon
Barbarians Wizard The Log Mega Knight
The Log
Mini P.E.K.K.A Balloon Mega Knight
Mega Knight
Mini P.E.K.K.A Wizard Balloon The Log

Defense Synergies 2 9

Skeletons
Mini P.E.K.K.A Inferno Tower Wizard The Log
Barbarians
Mini P.E.K.K.A
The Log Skeletons Wizard
Inferno Tower
The Log Skeletons Mega Knight
Wizard
Skeletons Mini P.E.K.K.A The Log Mega Knight
Balloon
The Log
Mini P.E.K.K.A Inferno Tower Skeletons Wizard Mega Knight
Mega Knight
Inferno Tower Wizard 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.

Inferno Tower Wizard The Log
Barbarians Mini P.E.K.K.A Inferno Tower Skeletons The Log Mega Knight
Barbarians Mini P.E.K.K.A Inferno Tower Mega Knight Skeletons
Barbarians Mini P.E.K.K.A Inferno Tower Skeletons Mega Knight
Barbarians Mini P.E.K.K.A The Log Mega Knight
The Log Skeletons Mega Knight
Inferno Tower Wizard
Barbarians Inferno Tower The Log Mega Knight
Barbarians Mini P.E.K.K.A Inferno Tower Skeletons
Skeletons Barbarians Mini P.E.K.K.A Inferno Tower Mega Knight
Barbarians Skeletons Wizard The Log Mega Knight
Inferno Tower Wizard
Barbarians Mini P.E.K.K.A Inferno Tower Mega Knight Skeletons Wizard The Log
Wizard Mega Knight Barbarians Mini P.E.K.K.A The Log
Barbarians Mini P.E.K.K.A Inferno Tower Mega Knight
Barbarians Inferno Tower Mini P.E.K.K.A The Log Mega Knight
Barbarians Wizard Mega Knight Skeletons Mini P.E.K.K.A Inferno Tower
Mega Knight Barbarians Wizard The Log
Wizard The Log Barbarians Mega Knight
Barbarians Mini P.E.K.K.A Inferno Tower
Wizard Mega Knight Barbarians Mini 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.

Barbarians Mini P.E.K.K.A Mega Knight Skeletons Inferno Tower
Mini P.E.K.K.A Wizard The Log Mega Knight
Barbarians Mega Knight Skeletons Mini P.E.K.K.A Inferno Tower The Log
Mini P.E.K.K.A Mega Knight Barbarians Inferno Tower The Log
Barbarians Inferno Tower Skeletons Mini P.E.K.K.A Mega Knight
Wizard Skeletons
Mini P.E.K.K.A Skeletons Barbarians Inferno Tower
Mini P.E.K.K.A Inferno Tower Mega Knight Barbarians
Mega Knight Skeletons Barbarians Mini P.E.K.K.A Inferno Tower The Log
Inferno Tower Skeletons Barbarians
Mega Knight Barbarians Mini P.E.K.K.A Inferno Tower
Mega Knight Barbarians The Log
Barbarians Mini P.E.K.K.A Mega Knight Skeletons Inferno Tower Wizard
Wizard Barbarians Mega Knight
Barbarians Inferno Tower Skeletons Mini P.E.K.K.A The Log
Mega Knight Barbarians Mini P.E.K.K.A Inferno Tower Wizard The Log
Inferno Tower

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
The Log
Barbarians The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Mini P.E.K.K.A
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Barbarians The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Wizard
Wizard
Mini P.E.K.K.A
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Barbarians
Wizard
The Log
Mini P.E.K.K.A Wizard Mega Knight
The Log Wizard
Mega Knight
The Log
The Log Mega Knight
Wizard Mega Knight

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