My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard

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 Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

Fireball Void The Log

Punishments

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

Battle Ram Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Ram Wall Breakers 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 Wizard

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 Battle Ram Wall Breakers
Giant Snowball
Skeletons Battle Ram Wall Breakers
Zap
Skeletons Battle Ram Wall Breakers
Barbarian Barrel
Skeletons Battle Ram Wall Breakers Electro Wizard
The Log
Skeletons Battle Ram Wall Breakers
Earthquake
Skeletons
Arrows
Skeletons Wall Breakers
Royal Delivery
Skeletons Battle Ram Wall Breakers P.E.K.K.A Electro Wizard
Fireball
Battle Ram Wall Breakers Electro Wizard
Poison
Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Battle Ram P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Wall Breakers The Log Void Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Wall Breakers The Log Void

Attack Synergies 2 10

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
Fireball
Battle Ram Wall Breakers The Log Electro Wizard
Battle Ram
The Log Fireball Wall Breakers P.E.K.K.A Electro Wizard
Wall Breakers
Fireball Battle Ram The Log Electro Wizard
Void
P.E.K.K.A
Electro Wizard Battle Ram The Log
The Log
Battle Ram Fireball Wall Breakers P.E.K.K.A
Electro Wizard
P.E.K.K.A Fireball Battle Ram Wall Breakers

Defense Synergies 2 6

Skeletons
P.E.K.K.A The Log Electro Wizard
Fireball
The Log Electro Wizard
Battle Ram
Wall Breakers
Void
P.E.K.K.A
The Log Skeletons Electro Wizard
The Log
Fireball P.E.K.K.A Skeletons Electro Wizard
Electro Wizard
Skeletons Fireball P.E.K.K.A 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.

Fireball Void The Log Electro Wizard
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A Skeletons Void Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Electro Wizard
Electro Wizard Fireball Void
Fireball Void P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Electro Wizard
Electro Wizard Skeletons Fireball The Log
Fireball Electro Wizard
P.E.K.K.A Skeletons Fireball The Log Electro Wizard
Fireball P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A The Log Electro Wizard
Skeletons Fireball P.E.K.K.A Electro Wizard
Fireball The Log Electro Wizard
The Log Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Fireball Void P.E.K.K.A Electro Wizard
Fireball Void Electro Wizard The Log
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Skeletons
Fireball Skeletons Electro Wizard
P.E.K.K.A Skeletons Fireball Void Electro Wizard
P.E.K.K.A
Void P.E.K.K.A Electro Wizard Skeletons Fireball The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Fireball Void The Log Electro Wizard
P.E.K.K.A Skeletons Fireball
Fireball
Electro Wizard Skeletons Fireball P.E.K.K.A The Log
Fireball P.E.K.K.A The Log Electro Wizard

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.)

Fireball Void The Log
Fireball Void The Log Electro Wizard
Fireball Void The Log
Fireball Void The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball Void The Log
Fireball Void Electro Wizard
Void Fireball The Log Electro Wizard
Fireball Void
Fireball Void The Log
Fireball Void
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Void Fireball The Log Electro Wizard
Fireball The Log
Fireball Void The Log
Fireball Void
Void The Log
Fireball Void The Log
The Log Fireball
Fireball Void The Log Electro Wizard
Fireball Void The Log
Fireball Void The Log
Fireball Electro Wizard
Electro Wizard Fireball Void
Fireball Void
Void Fireball The Log
Void Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Fireball Void
Fireball Electro Wizard
The Log Fireball
Fireball Void Electro Wizard
The Log Fireball
Void Fireball
P.E.K.K.A
Fireball The Log Electro Wizard
Fireball Void Electro Wizard
Void Fireball The Log Electro Wizard

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