My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Electro Wizard

Defensive buildings

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

Tesla

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 Tesla P.E.K.K.A Electro Wizard Mega Knight

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.

Mega Knight

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 P.E.K.K.A Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Mega Knight

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 P.E.K.K.A Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Knight Tesla Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons The Log Arrows Knight

Attack Synergies 2 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.

Skeletons
Arrows
P.E.K.K.A Knight Mega Knight
Knight
Arrows The Log Electro Wizard
Tesla
P.E.K.K.A
Arrows Electro Wizard The Log
The Log
Knight P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Knight Mega Knight
Mega Knight
Arrows The Log Electro Wizard

Defense Synergies 6 13

Skeletons
Tesla Knight P.E.K.K.A The Log Electro Wizard
Arrows
Mega Knight Knight Tesla P.E.K.K.A
Knight
Tesla Electro Wizard Skeletons Arrows The Log
Tesla
Skeletons Knight The Log Arrows Electro Wizard
P.E.K.K.A
The Log Skeletons Arrows Electro Wizard
The Log
Tesla P.E.K.K.A Skeletons Knight Electro Wizard Mega Knight
Electro Wizard
Knight Skeletons Tesla P.E.K.K.A The Log Mega Knight
Mega Knight
Arrows The Log Electro Wizard

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 The Log Electro Wizard
P.E.K.K.A Skeletons Knight Tesla The Log Electro Wizard Mega Knight
Tesla P.E.K.K.A Mega Knight Skeletons Knight Electro Wizard
Tesla P.E.K.K.A Skeletons Knight Electro Wizard Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Skeletons Tesla Electro Wizard Mega Knight
Tesla Electro Wizard Arrows
Arrows Tesla P.E.K.K.A The Log Electro Wizard Mega Knight
Tesla P.E.K.K.A Skeletons
Knight Skeletons Tesla Electro Wizard Mega Knight
Electro Wizard Skeletons Arrows Knight Tesla The Log Mega Knight
Arrows Tesla Electro Wizard
Tesla P.E.K.K.A Mega Knight Skeletons Knight The Log Electro Wizard
Mega Knight Arrows Tesla P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Tesla Electro Wizard Mega Knight
Tesla P.E.K.K.A The Log Electro Wizard Mega Knight
Tesla Mega Knight Skeletons Arrows Knight P.E.K.K.A Electro Wizard
Arrows Tesla Mega Knight Knight The Log Electro Wizard
Arrows The Log Knight Tesla Electro Wizard Mega Knight
P.E.K.K.A Tesla Electro Wizard
Mega Knight Arrows Knight Tesla 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.

Knight Mega Knight Skeletons Tesla P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Tesla The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight The Log Electro Wizard
P.E.K.K.A Mega Knight Knight Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Knight Tesla Mega Knight
Arrows Skeletons Tesla Electro Wizard
P.E.K.K.A Skeletons Knight Tesla Electro Wizard
P.E.K.K.A Mega Knight Knight Tesla
P.E.K.K.A Electro Wizard Mega Knight Skeletons Knight The Log
P.E.K.K.A Skeletons Tesla
P.E.K.K.A Mega Knight Knight Tesla
P.E.K.K.A Mega Knight Arrows The Log Electro Wizard
P.E.K.K.A Mega Knight Skeletons Knight Tesla
Tesla Mega Knight
Tesla Electro Wizard Skeletons Knight P.E.K.K.A The Log
Arrows Mega Knight Tesla P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Arrows Knight The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows Knight The Log Electro Wizard
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log Electro Wizard Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log Electro Wizard
Arrows The Log Mega Knight
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Arrows The Log Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows The Log
Electro Wizard
Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard Mega Knight
Arrows The Log
Arrows
P.E.K.K.A Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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