My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Wizard Witch

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 Knight Wizard Witch Giant Skeleton P.E.K.K.A

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.

Knight Giant Skeleton 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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Knight Giant Skeleton 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.

Wizard Goblin Barrel Witch

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 The Log Knight Goblin Barrel Wizard Witch Giant Skeleton P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Knight Goblin Barrel

Attack Synergies 1 11

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
Knight
Goblin Barrel Wizard Witch The Log
Wizard
Knight Giant Skeleton P.E.K.K.A
Goblin Barrel
Knight Giant Skeleton P.E.K.K.A
Witch
Knight Giant Skeleton P.E.K.K.A
Giant Skeleton
Wizard Goblin Barrel Witch The Log
P.E.K.K.A
Wizard Goblin Barrel Witch The Log
The Log
Knight Giant Skeleton P.E.K.K.A

Defense Synergies 1 15

Skeletons
Knight Wizard Witch Giant Skeleton P.E.K.K.A The Log
Knight
Skeletons Wizard Witch The Log
Wizard
Skeletons Knight Giant Skeleton P.E.K.K.A The Log
Goblin Barrel
Witch
Skeletons Knight Giant Skeleton The Log
Giant Skeleton
Skeletons Wizard Witch The Log
P.E.K.K.A
The Log Skeletons Wizard
The Log
P.E.K.K.A Skeletons Knight Wizard Witch Giant Skeleton

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.

Knight Wizard The Log
P.E.K.K.A Skeletons Knight Witch The Log
Witch P.E.K.K.A Skeletons Knight Giant Skeleton
Witch P.E.K.K.A Skeletons Knight
Giant Skeleton P.E.K.K.A The Log
The Log Skeletons
Wizard Witch
Giant Skeleton P.E.K.K.A The Log
Witch P.E.K.K.A Skeletons
Knight Skeletons Giant Skeleton
Witch Skeletons Knight Wizard Giant Skeleton The Log
Wizard Witch
P.E.K.K.A Skeletons Knight Wizard Witch Giant Skeleton The Log
Wizard Witch P.E.K.K.A The Log
P.E.K.K.A Knight
P.E.K.K.A The Log
Wizard Skeletons Knight Witch P.E.K.K.A
Knight Wizard Witch The Log
Wizard Witch The Log Knight Giant Skeleton
P.E.K.K.A
Wizard Knight Witch Giant Skeleton 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.

Knight Skeletons Witch Giant Skeleton P.E.K.K.A
Knight Wizard The Log
Giant Skeleton P.E.K.K.A Skeletons Knight Witch The Log
Giant Skeleton P.E.K.K.A Knight The Log
Giant Skeleton P.E.K.K.A Skeletons Knight Witch
Wizard Skeletons Witch
P.E.K.K.A Skeletons Knight Witch Giant Skeleton
Giant Skeleton P.E.K.K.A Knight
Giant Skeleton P.E.K.K.A Skeletons Knight Witch The Log
Witch P.E.K.K.A Skeletons
P.E.K.K.A Knight Witch Giant Skeleton
P.E.K.K.A Giant Skeleton The Log
Giant Skeleton P.E.K.K.A Skeletons Knight Wizard Witch
Wizard Witch
Witch Skeletons Knight Giant Skeleton P.E.K.K.A The Log
Wizard Witch Giant Skeleton P.E.K.K.A The Log

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.)

Knight Giant Skeleton The Log
The Log
Giant Skeleton The Log
Knight Giant Skeleton The Log
Wizard The Log
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard Witch The Log
Wizard The Log
Wizard The Log
Wizard Witch The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Wizard Witch
Witch
The Log Wizard Witch
Wizard Witch The Log
The Log
Wizard Witch
Wizard Witch
Wizard The Log
P.E.K.K.A Giant Skeleton
Wizard The Log
Witch
Wizard Witch
The Log
Knight Wizard
The Log Wizard
Giant Skeleton
P.E.K.K.A
Witch Giant Skeleton The Log
Witch
Witch Giant Skeleton The Log
P.E.K.K.A
Wizard

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