My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Tesla Inferno Tower Wizard Archer Queen

Defensive buildings

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

Tesla Inferno Tower

Investments

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

Knight Tesla Wizard Archer Queen

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.

Arrows The Log

Punishments

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

Mini P.E.K.K.A

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.

Knight Mini P.E.K.K.A Archer Queen

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.

Mini P.E.K.K.A

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
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Knight Tesla Inferno Tower Wizard
The Log
Mini P.E.K.K.A
Earthquake
Tesla Inferno Tower
Arrows
Royal Delivery
Knight Mini P.E.K.K.A Wizard
Fireball
Tesla Inferno Tower Wizard
Poison
Inferno Tower Wizard
Lightning
Knight Tesla Mini P.E.K.K.A Inferno Tower Wizard Archer Queen
Rocket
Inferno Tower Wizard Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Mini P.E.K.K.A Inferno Tower

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Tesla Mini P.E.K.K.A Inferno Tower Wizard Archer Queen

Shortest cycle

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

12 The Log Arrows Knight Tesla

Attack Synergies 0 7

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.

Arrows
Knight Mini P.E.K.K.A
Knight
Arrows Wizard The Log Archer Queen
Tesla
Mini P.E.K.K.A
Arrows Wizard The Log
Inferno Tower
Wizard
Knight Mini P.E.K.K.A
The Log
Knight Mini P.E.K.K.A
Archer Queen
Knight

Defense Synergies 7 12

Arrows
Knight Tesla Mini P.E.K.K.A Inferno Tower
Knight
Tesla Inferno Tower Archer Queen Arrows Mini P.E.K.K.A Wizard The Log
Tesla
Knight The Log Arrows Mini P.E.K.K.A Inferno Tower Wizard
Mini P.E.K.K.A
The Log Arrows Knight Tesla Wizard
Inferno Tower
Knight The Log Arrows Tesla
Wizard
Knight Tesla Mini P.E.K.K.A The Log
The Log
Tesla Mini P.E.K.K.A Inferno Tower Archer Queen Knight Wizard
Archer Queen
Knight 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.

Knight Tesla Inferno Tower Wizard The Log
Mini P.E.K.K.A Inferno Tower Knight Tesla The Log
Tesla Mini P.E.K.K.A Inferno Tower Knight
Tesla Mini P.E.K.K.A Inferno Tower Knight
Arrows Mini P.E.K.K.A The Log
Arrows The Log Tesla
Tesla Inferno Tower Arrows Wizard
Arrows Tesla Inferno Tower The Log
Tesla Mini P.E.K.K.A Inferno Tower Archer Queen
Knight Tesla Mini P.E.K.K.A Inferno Tower
Arrows Knight Tesla Wizard The Log
Arrows Tesla Inferno Tower Wizard
Tesla Mini P.E.K.K.A Inferno Tower Knight Wizard The Log
Wizard Arrows Tesla Mini P.E.K.K.A The Log
Mini P.E.K.K.A Inferno Tower Knight Tesla
Inferno Tower Tesla Mini P.E.K.K.A The Log
Tesla Wizard Arrows Knight Mini P.E.K.K.A Inferno Tower
Arrows Tesla Knight Wizard The Log
Arrows Wizard The Log Knight Tesla
Mini P.E.K.K.A Tesla Inferno Tower
Wizard Arrows Knight Tesla Mini 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 Mini P.E.K.K.A Tesla Inferno Tower
Arrows Knight Tesla Mini P.E.K.K.A Wizard The Log
Knight Mini P.E.K.K.A Inferno Tower The Log
Mini P.E.K.K.A Knight Tesla Inferno Tower The Log
Inferno Tower Knight Tesla Mini P.E.K.K.A
Arrows Wizard Tesla
Mini P.E.K.K.A Knight Tesla Inferno Tower
Mini P.E.K.K.A Inferno Tower Knight Tesla
Knight Mini P.E.K.K.A Inferno Tower The Log
Inferno Tower Tesla
Knight Tesla Mini P.E.K.K.A Inferno Tower
Arrows The Log Archer Queen
Mini P.E.K.K.A Knight Tesla Inferno Tower Wizard
Wizard Tesla
Tesla Inferno Tower Knight Mini P.E.K.K.A The Log Archer Queen
Arrows Tesla Mini P.E.K.K.A Inferno Tower Wizard The Log Archer Queen
Arrows Inferno Tower

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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Mini P.E.K.K.A
Arrows Knight Wizard The Log
Arrows Wizard Archer Queen
Knight The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard
Wizard
Mini P.E.K.K.A
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Arrows Wizard Archer Queen
Arrows The Log
Knight Mini P.E.K.K.A Wizard
Arrows The Log Wizard
Arrows Archer Queen
Archer Queen
The Log Archer Queen
Archer Queen
The Log Archer Queen
Wizard

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