My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 warnings Why?

Missing cards in your collection

Archer Queen

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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

Defensive buildings

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

Missing

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 P.E.K.K.A Fisherman Magic Archer Goblinstein

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.

Rage 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.

Knight P.E.K.K.A Magic Archer

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.

Magic Archer

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 Fisherman
Giant Snowball
Skeletons Fisherman
Zap
Skeletons Fisherman
Barbarian Barrel
Skeletons Knight Magic Archer
The Log
Skeletons Fisherman
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Knight P.E.K.K.A Fisherman Magic Archer
Fireball
Fisherman Magic Archer
Poison
Fisherman Magic Archer
Lightning
Knight Fisherman Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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 Rage P.E.K.K.A

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 Rage The Log Knight Fisherman Magic Archer Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Rage The Log Knight

Attack Synergies 2 6

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
Knight
The Log Magic Archer
Rage
P.E.K.K.A
Magic Archer Goblinstein The Log Fisherman
The Log
Knight P.E.K.K.A Fisherman Magic Archer
Fisherman
P.E.K.K.A The Log
Magic Archer
P.E.K.K.A Knight The Log
Goblinstein
P.E.K.K.A

Defense Synergies 4 10

Skeletons
Fisherman Knight P.E.K.K.A The Log Magic Archer
Knight
Magic Archer Skeletons The Log Fisherman
Rage
P.E.K.K.A
The Log Goblinstein Skeletons Fisherman
The Log
P.E.K.K.A Skeletons Knight Fisherman Magic Archer
Fisherman
Skeletons Knight P.E.K.K.A The Log Magic Archer
Magic Archer
Knight Skeletons The Log Fisherman
Goblinstein
P.E.K.K.A

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 The Log Magic Archer
P.E.K.K.A Skeletons Knight The Log Fisherman
P.E.K.K.A Fisherman Skeletons Knight
P.E.K.K.A Skeletons Knight Fisherman
P.E.K.K.A The Log
The Log Skeletons Magic Archer
Magic Archer
P.E.K.K.A The Log Magic Archer
P.E.K.K.A Skeletons Fisherman
Knight Skeletons Fisherman
Skeletons Knight The Log Fisherman Magic Archer
Magic Archer
P.E.K.K.A Skeletons Knight The Log
P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight
P.E.K.K.A The Log Fisherman Goblinstein
Skeletons Knight P.E.K.K.A Fisherman
Knight The Log Fisherman Magic Archer
The Log Knight Fisherman Magic Archer
P.E.K.K.A Fisherman
Knight P.E.K.K.A The Log Fisherman
P.E.K.K.A Fisherman

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeletons P.E.K.K.A Fisherman
Knight The Log Fisherman Magic Archer
P.E.K.K.A Skeletons Knight The Log Fisherman
P.E.K.K.A Knight The Log Fisherman
P.E.K.K.A Skeletons Knight Fisherman
Goblinstein Skeletons Magic Archer
P.E.K.K.A Skeletons Knight
P.E.K.K.A Knight Fisherman
P.E.K.K.A Goblinstein Skeletons Knight The Log Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A The Log
P.E.K.K.A Skeletons Knight
Magic Archer
Skeletons Knight P.E.K.K.A The Log Fisherman Magic Archer Goblinstein
P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Knight The Log
The Log Fisherman Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer Goblinstein
Goblinstein Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Fisherman
Fisherman
Knight The Log Fisherman Magic Archer
Magic Archer
Knight The Log Fisherman Magic Archer
Fisherman Magic Archer
The Log Fisherman Magic Archer
The Log Magic Archer
Magic Archer The Log
Fisherman
The Log Fisherman Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Fisherman
The Log
The Log Magic Archer Goblinstein
Fisherman
The Log Fisherman Magic Archer
The Log Fisherman Magic Archer
The Log Fisherman Magic Archer
Magic Archer
Goblinstein
The Log Magic Archer
Magic Archer
P.E.K.K.A
The Log Magic Archer
Magic Archer Goblinstein
Magic Archer
The Log
Knight Magic Archer
The Log Magic Archer
P.E.K.K.A
The Log Magic Archer
Magic Archer
The Log Magic Archer
P.E.K.K.A
Fisherman

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