My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Witch Ice Wizard

Defensive buildings

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

Tombstone

Investments

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

Skeletons Tombstone Witch P.E.K.K.A Ice Wizard

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.

The Log

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.

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 Machine

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

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

The Log Ice Wizard Goblin Machine

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.

Tombstone Guards P.E.K.K.A Ice Wizard Goblin Machine

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.

Witch Ice 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 The Log Tombstone Guards Ice Wizard Witch Goblin Machine P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Tombstone Guards

Attack Synergies 0 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
Tombstone
Guards
The Log
Witch
P.E.K.K.A
P.E.K.K.A
Witch The Log Ice Wizard
The Log
Guards P.E.K.K.A
Ice Wizard
P.E.K.K.A
Goblin Machine

Defense Synergies 1 14

Skeletons
Tombstone Witch P.E.K.K.A The Log Ice Wizard
Tombstone
Skeletons Guards Ice Wizard
Guards
Tombstone Witch The Log Ice Wizard
Witch
Skeletons Guards The Log Ice Wizard
P.E.K.K.A
The Log Skeletons Ice Wizard
The Log
P.E.K.K.A Skeletons Guards Witch Ice Wizard
Ice Wizard
Skeletons Tombstone Guards Witch P.E.K.K.A The Log
Goblin Machine

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.

Tombstone The Log
P.E.K.K.A Skeletons Tombstone Witch The Log Ice Wizard
Witch P.E.K.K.A Skeletons Tombstone Ice Wizard
Witch P.E.K.K.A Skeletons Tombstone Guards Ice Wizard
Tombstone P.E.K.K.A The Log
The Log Skeletons Guards Ice Wizard
Tombstone Witch Ice Wizard
P.E.K.K.A The Log
Witch P.E.K.K.A Skeletons Tombstone Ice Wizard
Guards Skeletons Ice Wizard
Guards Witch Ice Wizard Skeletons Tombstone The Log
Witch Ice Wizard
Tombstone P.E.K.K.A Skeletons Guards Witch The Log Ice Wizard
Tombstone Guards Witch P.E.K.K.A The Log
P.E.K.K.A Tombstone
P.E.K.K.A The Log
Skeletons Tombstone Witch P.E.K.K.A
Tombstone Guards Witch The Log Ice Wizard
Witch The Log Tombstone Guards Ice Wizard
P.E.K.K.A
Guards Witch 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.

Guards Skeletons Tombstone Witch P.E.K.K.A
The Log
Tombstone Guards P.E.K.K.A Skeletons Witch The Log
Guards P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone Guards Witch
Skeletons Witch Ice Wizard
Guards P.E.K.K.A Skeletons Tombstone Witch Ice Wizard
P.E.K.K.A
P.E.K.K.A Skeletons Tombstone Witch The Log
Witch P.E.K.K.A Skeletons Tombstone Guards
P.E.K.K.A Tombstone Guards Witch
P.E.K.K.A Guards The Log
P.E.K.K.A Skeletons Tombstone Guards Witch
Witch
Tombstone Guards Witch Skeletons P.E.K.K.A The Log
Witch P.E.K.K.A The Log Ice Wizard
Tombstone Ice 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.)

Guards The Log
The Log Ice Wizard
The Log
Guards The Log
The Log
Witch Ice Wizard Goblin Machine
Witch The Log
The Log Ice Wizard
The Log
Guards
The Log Goblin Machine
The Log
The Log
Witch The Log
The Log
The Log Goblin Machine
Witch The Log Goblin Machine
The Log
The Log
The Log
The Log Witch Ice Wizard Goblin Machine
Witch
The Log Witch Ice Wizard
Witch The Log
The Log
Witch Ice Wizard
Guards Witch
The Log
P.E.K.K.A
The Log
Tombstone Guards Witch
Witch Ice Wizard
The Log
The Log
P.E.K.K.A
Guards Witch The Log
Witch
Witch The Log
P.E.K.K.A

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