My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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.

Witch Electro Wizard

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 Ice Spirit Witch 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.

Goblin Barrel

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.

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Ice Spirit 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.

Goblin Barrel 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 Goblin Barrel
Giant Snowball
Skeletons Cannon Goblin Barrel Witch
Zap
Skeletons Cannon Goblin Barrel Witch
Barbarian Barrel
Skeletons Ice Spirit Cannon Goblin Barrel Witch Electro Wizard
The Log
Skeletons Ice Spirit Cannon Goblin Barrel Witch
Earthquake
Skeletons Cannon Goblin Barrel Witch
Arrows
Skeletons Ice Spirit Goblin Barrel Witch
Royal Delivery
Skeletons Ice Spirit Goblin Barrel Witch P.E.K.K.A Electro Wizard
Fireball
Cannon Goblin Barrel Witch Electro Wizard
Poison
Cannon Witch Electro Wizard
Lightning
Cannon Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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.

Ice Spirit 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.

Goblin Barrel

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.

Ice Spirit Goblin Barrel Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit The Log Cannon Goblin Barrel Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit The Log Cannon

Attack Synergies 3 4

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
Ice Spirit
Goblin Barrel P.E.K.K.A Witch
Cannon
Goblin Barrel
Ice Spirit P.E.K.K.A
Witch
Ice Spirit P.E.K.K.A
P.E.K.K.A
Ice Spirit Electro Wizard Goblin Barrel Witch The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A

Defense Synergies 3 16

Skeletons
Cannon Ice Spirit Witch P.E.K.K.A The Log Electro Wizard
Ice Spirit
Skeletons Cannon Witch P.E.K.K.A The Log Electro Wizard
Cannon
Skeletons The Log Ice Spirit Witch Electro Wizard
Goblin Barrel
Witch
Skeletons Ice Spirit Cannon The Log Electro Wizard
P.E.K.K.A
The Log Skeletons Ice Spirit Electro Wizard
The Log
Cannon P.E.K.K.A Skeletons Ice Spirit Witch Electro Wizard
Electro Wizard
Skeletons Ice Spirit Cannon Witch 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.

Cannon The Log Electro Wizard
P.E.K.K.A Skeletons Ice Spirit Cannon Witch The Log Electro Wizard
Cannon Witch P.E.K.K.A Skeletons Electro Wizard
Cannon Witch P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Cannon Electro Wizard
Electro Wizard Ice Spirit Cannon Witch
Cannon P.E.K.K.A The Log Electro Wizard
Cannon Witch P.E.K.K.A Skeletons
Skeletons Ice Spirit Cannon Electro Wizard
Witch Electro Wizard Skeletons Cannon The Log
Witch Electro Wizard
Cannon P.E.K.K.A Skeletons Ice Spirit Witch The Log Electro Wizard
Ice Spirit Cannon Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Ice Spirit Cannon P.E.K.K.A The Log Electro Wizard
Skeletons Cannon Witch P.E.K.K.A Electro Wizard
Ice Spirit Cannon Witch The Log Electro Wizard
Witch The Log Ice Spirit Cannon Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon Witch 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 Witch P.E.K.K.A Electro Wizard
Electro Wizard The Log
P.E.K.K.A Skeletons Ice Spirit Witch The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Cannon Witch
Skeletons Ice Spirit Witch Electro Wizard
P.E.K.K.A Skeletons Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Ice Spirit Witch The Log
Witch P.E.K.K.A Skeletons Cannon
P.E.K.K.A Witch
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Cannon Witch
Cannon Witch
Witch Electro Wizard Skeletons Ice Spirit P.E.K.K.A The Log
Cannon Witch P.E.K.K.A The Log Electro Wizard
Cannon 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.)

The Log
The Log Electro Wizard
The Log
The Log
The Log
Ice Spirit Witch
Witch The Log
The Log Ice Spirit
The Log
Electro Wizard
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log
The Log Electro Wizard
Witch The Log
The Log
The Log
The Log
The Log Ice Spirit Witch
Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Witch Electro Wizard
Electro Wizard Ice Spirit Witch
The Log
Ice Spirit Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Ice Spirit Witch
Witch Electro Wizard
The Log
Electro Wizard
The Log
P.E.K.K.A
Ice Spirit Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard
P.E.K.K.A

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