My Best Clash Royale Deck

Deck Check Rating

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

4 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Missing

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Suspicious Bush P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage The Log

Punishments

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

Lumberjack

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.

Heal Spirit P.E.K.K.A Lumberjack

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.

Lumberjack

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
Giant Snowball
Skeletons Cannon Lumberjack
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Cannon Heal Spirit Lumberjack
The Log
Skeletons Cannon Heal Spirit Suspicious Bush Lumberjack
Earthquake
Skeletons Cannon
Arrows
Skeletons Heal Spirit Suspicious Bush
Royal Delivery
Skeletons Heal Spirit P.E.K.K.A Lumberjack
Fireball
Cannon Suspicious Bush Lumberjack
Poison
Cannon Suspicious Bush
Lightning
Cannon Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Heal Spirit Suspicious Bush Rage 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.

Heal Spirit

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 Heal Spirit Suspicious Bush Rage The Log Cannon Lumberjack P.E.K.K.A

Shortest cycle

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

6 Skeletons Heal Spirit Suspicious Bush Rage

Attack Synergies 0 5

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
Cannon
Heal Spirit
P.E.K.K.A Lumberjack
Suspicious Bush
Rage
P.E.K.K.A
Heal Spirit The Log Lumberjack
The Log
P.E.K.K.A Lumberjack
Lumberjack
Heal Spirit P.E.K.K.A The Log

Defense Synergies 3 5

Skeletons
Cannon P.E.K.K.A The Log Lumberjack
Cannon
Skeletons The Log Lumberjack
Heal Spirit
Suspicious Bush
Rage
P.E.K.K.A
The Log Skeletons
The Log
Cannon P.E.K.K.A Skeletons Lumberjack
Lumberjack
Skeletons Cannon 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 The Log
P.E.K.K.A Lumberjack Skeletons Cannon The Log
Cannon P.E.K.K.A Lumberjack Skeletons
Cannon P.E.K.K.A Lumberjack Skeletons
P.E.K.K.A The Log Lumberjack
The Log Skeletons Cannon Lumberjack
Cannon
Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons Lumberjack
Skeletons Cannon Lumberjack
Skeletons Cannon The Log Lumberjack
Cannon P.E.K.K.A Lumberjack Skeletons The Log
Cannon P.E.K.K.A The Log Lumberjack
P.E.K.K.A Cannon Lumberjack
Cannon P.E.K.K.A The Log Lumberjack
Skeletons Cannon P.E.K.K.A Lumberjack
Cannon The Log Lumberjack
The Log Cannon Lumberjack
P.E.K.K.A Cannon Lumberjack
Cannon P.E.K.K.A The Log Lumberjack
P.E.K.K.A Cannon Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons P.E.K.K.A
The Log Lumberjack
P.E.K.K.A Lumberjack Skeletons The Log
P.E.K.K.A Lumberjack The Log
P.E.K.K.A Skeletons Cannon Lumberjack
Skeletons
P.E.K.K.A Skeletons Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Skeletons The Log
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Lumberjack
P.E.K.K.A The Log
P.E.K.K.A Skeletons Cannon Lumberjack
Cannon
Skeletons P.E.K.K.A The Log Lumberjack
Cannon P.E.K.K.A The Log
Cannon

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
The Log
The Log
The Log
The Log
The Log
Lumberjack
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
P.E.K.K.A
The Log
The Log
Lumberjack
The Log
P.E.K.K.A
The Log
The Log
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: