My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

Baby Dragon Princess Electro 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.

Tombstone Baby Dragon P.E.K.K.A Princess Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Miner

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.

Miner Princess

Pump responses

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

Miner

Dropped at the bridge

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

Baby Dragon P.E.K.K.A Princess

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.

Miner 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
Miner
Giant Snowball
Tombstone Baby Dragon Miner Princess
Zap
Tombstone Princess
Barbarian Barrel
Tombstone Princess Electro Wizard
The Log
Tombstone Princess
Earthquake
Tombstone
Arrows
Tombstone Princess
Royal Delivery
Baby Dragon P.E.K.K.A Miner Princess Electro Wizard
Fireball
Tombstone Baby Dragon Princess Electro Wizard
Poison
Tombstone Princess Electro Wizard
Lightning
Tombstone Baby Dragon Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Princess

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon The Log Princess

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 Baby Dragon P.E.K.K.A Miner Princess

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.

Princess

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.

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.

The Log Tombstone Miner Princess Baby Dragon Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Tombstone Miner Princess

Attack Synergies 1 8

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.

Tombstone
Baby Dragon
P.E.K.K.A Miner Electro Wizard
P.E.K.K.A
Electro Wizard Baby Dragon The Log Princess
The Log
P.E.K.K.A Miner Princess
Miner
Baby Dragon The Log Electro Wizard
Princess
P.E.K.K.A The Log
Electro Wizard
P.E.K.K.A Baby Dragon Miner
Goblinstein

Defense Synergies 1 9

Tombstone
Baby Dragon Electro Wizard
Baby Dragon
Tombstone P.E.K.K.A The Log
P.E.K.K.A
The Log Baby Dragon Princess Electro Wizard
The Log
P.E.K.K.A Baby Dragon Miner Princess Electro Wizard
Miner
The Log
Princess
P.E.K.K.A The Log
Electro Wizard
Tombstone P.E.K.K.A The Log
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.

Tombstone Baby Dragon The Log Electro Wizard
P.E.K.K.A Tombstone The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Tombstone P.E.K.K.A The Log Princess
The Log Baby Dragon Electro Wizard
Electro Wizard Tombstone Baby Dragon Princess
Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone Princess
Miner Electro Wizard
Electro Wizard Tombstone Baby Dragon The Log Princess
Baby Dragon Princess Electro Wizard
Tombstone P.E.K.K.A The Log Electro Wizard
Tombstone Baby Dragon P.E.K.K.A The Log Princess Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A The Log Electro Wizard
Tombstone P.E.K.K.A Electro Wizard
Tombstone Baby Dragon The Log Electro Wizard
Baby Dragon The Log Tombstone Princess Electro Wizard
P.E.K.K.A Electro Wizard
Baby Dragon 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.

Tombstone P.E.K.K.A Electro Wizard
Electro Wizard Baby Dragon The Log Miner
Tombstone P.E.K.K.A The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone
Baby Dragon Princess Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tombstone Baby Dragon The Log
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone
Baby Dragon Princess
Tombstone Electro Wizard Baby Dragon P.E.K.K.A The Log
Baby Dragon P.E.K.K.A The Log Princess Electro Wizard
Tombstone 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.)

Princess Baby Dragon The Log
Baby Dragon The Log Miner Princess Electro Wizard
Baby Dragon The Log Miner
The Log
Baby Dragon The Log
Baby Dragon Princess
Baby Dragon The Log Princess
The Log Baby Dragon Princess
The Log Miner
Electro Wizard
Miner The Log Princess Electro Wizard
Baby Dragon Princess
Baby Dragon The Log Miner Princess
Baby Dragon Princess
Princess Baby Dragon The Log
Baby Dragon The Log Princess
Baby Dragon The Log Princess
Baby Dragon The Log Princess Electro Wizard
Baby Dragon The Log Miner Princess
Baby Dragon The Log
Princess
The Log
Baby Dragon The Log
The Log Baby Dragon Princess
The Log Miner Baby Dragon Princess Electro Wizard
Baby Dragon The Log Miner Princess
Miner Baby Dragon The Log
Baby Dragon Princess Electro Wizard
Electro Wizard
The Log Miner
Princess Electro Wizard
P.E.K.K.A
The Log Princess
Electro Wizard Tombstone Princess
Baby Dragon Princess Electro Wizard
The Log
Miner Baby Dragon Princess Electro Wizard
The Log Baby Dragon Princess
P.E.K.K.A
Baby Dragon The Log Princess Electro Wizard
Princess Electro Wizard
Baby Dragon The Log Miner Princess Electro Wizard
P.E.K.K.A

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