My Best Clash Royale Deck

Deck Check Rating

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

2 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 anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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.

Archers

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.

Archers Knight Tombstone Battle Ram Fisherman

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram

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 Battle Ram

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
Archers Battle Ram Fisherman
Giant Snowball
Archers Tombstone Battle Ram Fisherman
Zap
Archers Tombstone Battle Ram Fisherman
Barbarian Barrel
Archers Knight Tombstone Battle Ram
The Log
Archers Tombstone Mini P.E.K.K.A Battle Ram Fisherman
Earthquake
Archers Tombstone
Arrows
Archers Tombstone
Royal Delivery
Archers Knight Mini P.E.K.K.A Battle Ram Fisherman
Fireball
Archers Tombstone Battle Ram Fisherman
Poison
Archers Tombstone Fisherman
Lightning
Knight Tombstone Mini P.E.K.K.A Battle Ram Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Tombstone Mini P.E.K.K.A Battle Ram

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.

Mirror The Log Archers Knight Tombstone Fisherman Mini P.E.K.K.A Battle Ram

Shortest cycle

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

8 Mirror The Log Archers Knight

Attack Synergies 4 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.

Archers
Knight Mini P.E.K.K.A Battle Ram Fisherman
Knight
Archers Battle Ram The Log
Tombstone
Mini P.E.K.K.A
Archers Mirror The Log
Battle Ram
Knight The Log Archers Mirror
Mirror
The Log Mini P.E.K.K.A Battle Ram
The Log
Battle Ram Mirror Knight Mini P.E.K.K.A Fisherman
Fisherman
Archers The Log

Defense Synergies 2 12

Archers
Knight Tombstone Mini P.E.K.K.A The Log Fisherman
Knight
Archers Mini P.E.K.K.A The Log Fisherman
Tombstone
Archers Mirror
Mini P.E.K.K.A
The Log Archers Knight Mirror Fisherman
Battle Ram
Mirror
Tombstone Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Archers Knight Mirror Fisherman
Fisherman
Archers Knight Mini 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.

Knight Tombstone The Log
Mini P.E.K.K.A Knight Tombstone The Log Fisherman
Mini P.E.K.K.A Fisherman Archers Knight Tombstone
Mini P.E.K.K.A Knight Tombstone Fisherman
Tombstone Mini P.E.K.K.A The Log
The Log Archers
Archers Tombstone
The Log
Mini P.E.K.K.A Tombstone Fisherman
Knight Archers Mini P.E.K.K.A Fisherman
Archers Knight Tombstone The Log Fisherman
Archers
Tombstone Mini P.E.K.K.A Knight The Log
Tombstone Mini P.E.K.K.A The Log
Mini P.E.K.K.A Knight Tombstone
Mini P.E.K.K.A The Log Fisherman
Knight Tombstone Mini P.E.K.K.A Fisherman
Tombstone Archers Knight The Log Fisherman
The Log Archers Knight Tombstone Fisherman
Mini P.E.K.K.A Fisherman
Archers Knight Mini P.E.K.K.A The Log Fisherman

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 Archers Tombstone Fisherman
Archers Knight Mini P.E.K.K.A The Log Fisherman
Tombstone Knight Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A Knight The Log Fisherman
Knight Tombstone Mini P.E.K.K.A Fisherman
Archers
Mini P.E.K.K.A Archers Knight Tombstone
Mini P.E.K.K.A Knight Fisherman
Knight Tombstone Mini P.E.K.K.A The Log
Tombstone
Knight Tombstone Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Knight Tombstone
Archers
Tombstone Archers Knight Mini P.E.K.K.A The Log Fisherman
Archers Mini P.E.K.K.A The Log
Tombstone

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 The Log
The Log Fisherman
The Log
Knight The Log
The Log
Archers The Log
The Log
The Log Fisherman
Mini P.E.K.K.A Fisherman
Knight The Log Fisherman
Archers
Knight The Log Fisherman
Fisherman
The Log Fisherman
The Log
The Log
Mini P.E.K.K.A Fisherman
Archers Mini P.E.K.K.A The Log Fisherman
The Log
The Log
The Log Fisherman
The Log
The Log
Fisherman
The Log Fisherman
The Log Fisherman
The Log Fisherman
Archers
Mini P.E.K.K.A
The Log
The Log
Archers Tombstone
Archers
The Log
Knight Mini P.E.K.K.A
The Log
The Log
The Log

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