My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 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!

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 Royal Recruits Goblinstein

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.

Arrows The Log

Punishments

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

Royal Recruits Mini P.E.K.K.A

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.

Electro Spirit Royal Recruits Mini 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.

Electro Spirit Mini P.E.K.K.A

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 Royal Recruits
Giant Snowball
Skeletons Cannon Royal Recruits
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Electro Spirit Cannon Royal Recruits
The Log
Skeletons Electro Spirit Cannon Royal Recruits Mini P.E.K.K.A
Earthquake
Skeletons Cannon
Arrows
Skeletons Electro Spirit Royal Recruits
Royal Delivery
Skeletons Electro Spirit Royal Recruits Mini P.E.K.K.A
Fireball
Cannon
Poison
Cannon Royal Recruits
Lightning
Cannon Mini P.E.K.K.A Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows 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.

Electro Spirit Arrows Royal Recruits Mini P.E.K.K.A

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 Electro Spirit The Log Arrows Cannon Mini P.E.K.K.A Goblinstein Royal Recruits

Shortest cycle

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

7 Skeletons Electro Spirit The Log Arrows

Attack Synergies 0 2

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
Electro Spirit
Arrows
Mini P.E.K.K.A
Cannon
Royal Recruits
Mini P.E.K.K.A
Arrows The Log
The Log
Mini P.E.K.K.A
Goblinstein

Defense Synergies 3 9

Skeletons
Cannon Electro Spirit Mini P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Arrows
Cannon Mini P.E.K.K.A
Cannon
Skeletons The Log Arrows Royal Recruits Mini P.E.K.K.A
Royal Recruits
Cannon The Log
Mini P.E.K.K.A
The Log Skeletons Arrows Cannon
The Log
Cannon Mini P.E.K.K.A Skeletons Electro Spirit Royal Recruits
Goblinstein

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 Royal Recruits The Log
Mini P.E.K.K.A Skeletons Cannon Royal Recruits The Log
Cannon Mini P.E.K.K.A Skeletons Royal Recruits
Cannon Royal Recruits Mini P.E.K.K.A Skeletons
Arrows Royal Recruits Mini P.E.K.K.A The Log
Arrows The Log Skeletons Electro Spirit Cannon
Electro Spirit Arrows Cannon
Electro Spirit Arrows Cannon Royal Recruits The Log
Cannon Mini P.E.K.K.A Skeletons Royal Recruits
Skeletons Cannon Royal Recruits Mini P.E.K.K.A
Skeletons Electro Spirit Arrows Cannon Royal Recruits The Log
Arrows
Cannon Royal Recruits Mini P.E.K.K.A Skeletons The Log
Electro Spirit Arrows Cannon Royal Recruits Mini P.E.K.K.A The Log
Royal Recruits Mini P.E.K.K.A Cannon
Cannon Royal Recruits Mini P.E.K.K.A The Log
Skeletons Arrows Cannon Royal Recruits Mini P.E.K.K.A
Arrows Cannon Electro Spirit Royal Recruits The Log
Arrows The Log Electro Spirit Cannon Royal Recruits
Mini P.E.K.K.A Cannon Royal Recruits
Royal Recruits Electro Spirit Arrows Cannon 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.

Royal Recruits Mini P.E.K.K.A Skeletons
Arrows Mini P.E.K.K.A The Log
Royal Recruits Skeletons Mini P.E.K.K.A The Log
Royal Recruits Mini P.E.K.K.A The Log
Royal Recruits Skeletons Cannon Mini P.E.K.K.A
Arrows Skeletons Electro Spirit
Royal Recruits Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Royal Recruits
Royal Recruits Skeletons Electro Spirit Mini P.E.K.K.A The Log
Royal Recruits Skeletons Cannon
Royal Recruits Mini P.E.K.K.A
Royal Recruits Arrows The Log
Royal Recruits Mini P.E.K.K.A Skeletons Cannon
Royal Recruits Cannon
Royal Recruits Skeletons Electro Spirit Mini P.E.K.K.A The Log
Arrows Electro Spirit Cannon Royal Recruits Mini P.E.K.K.A The Log
Electro Spirit Arrows 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.)

Arrows Royal Recruits The Log
Arrows The Log
Arrows The Log
Arrows Royal Recruits The Log
Arrows The Log
Arrows Electro Spirit
Arrows The Log
Arrows The Log
Arrows The Log
Mini P.E.K.K.A
Arrows Royal Recruits The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows Royal Recruits The Log
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A The Log
Arrows The Log
The Log
Arrows
The Log
Arrows Royal Recruits The Log
Arrows The Log Electro Spirit
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Electro Spirit
Mini P.E.K.K.A
Arrows The Log
Electro Spirit Arrows
Arrows The Log
Electro Spirit Royal Recruits
Arrows
Arrows The Log
Mini P.E.K.K.A
Arrows The Log
Arrows
Royal Recruits
Electro Spirit Royal Recruits The Log
Royal Recruits The Log

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