My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard

Defensive buildings

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

Cannon

Investments

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

Skeletons Archers Knight Wizard P.E.K.K.A

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.

Fireball The Log

Pump responses

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

Fireball

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight P.E.K.K.A

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.

Fireball

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.

Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Archers Knight Cannon Fireball Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Archers Knight

Attack Synergies 1 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
Archers
Knight P.E.K.K.A
Knight
Archers Fireball Wizard The Log
Cannon
Fireball
Knight The Log
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Archers Wizard The Log
The Log
Knight Fireball P.E.K.K.A

Defense Synergies 6 15

Skeletons
Cannon Archers Knight Wizard P.E.K.K.A The Log
Archers
Knight Skeletons Cannon P.E.K.K.A The Log
Knight
Archers Cannon Skeletons Fireball Wizard The Log
Cannon
Skeletons Knight The Log Archers Fireball Wizard
Fireball
The Log Knight Cannon
Wizard
Skeletons Knight Cannon P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Archers Wizard
The Log
Cannon Fireball P.E.K.K.A Skeletons Archers Knight 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 Cannon Fireball Wizard The Log
P.E.K.K.A Skeletons Knight Cannon The Log
Cannon P.E.K.K.A Skeletons Archers Knight
Cannon P.E.K.K.A Skeletons Knight
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Archers Cannon
Archers Cannon Fireball Wizard
Cannon Fireball P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons
Knight Skeletons Archers Cannon
Archers Skeletons Knight Cannon Fireball Wizard The Log
Archers Fireball Wizard
Cannon P.E.K.K.A Skeletons Knight Fireball Wizard The Log
Fireball Wizard Cannon P.E.K.K.A The Log
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A The Log
Wizard Skeletons Knight Cannon Fireball P.E.K.K.A
Cannon Fireball Archers Knight Wizard The Log
Wizard The Log Archers Knight Cannon Fireball
P.E.K.K.A Cannon
Wizard Archers Knight Cannon Fireball P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Skeletons Archers Fireball P.E.K.K.A
Fireball Archers Knight Wizard The Log
P.E.K.K.A Skeletons Knight The Log
P.E.K.K.A Knight Fireball The Log
P.E.K.K.A Skeletons Knight Cannon
Fireball Wizard Skeletons Archers
P.E.K.K.A Skeletons Archers Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Fireball The Log
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight
P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Knight Cannon Fireball Wizard
Wizard Archers Cannon Fireball
Skeletons Archers Knight Fireball P.E.K.K.A The Log
Archers Cannon Fireball Wizard P.E.K.K.A The Log
Cannon Fireball

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.)

Fireball Knight The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball Wizard The Log
Fireball Wizard
Archers Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball
Knight Fireball Wizard The Log
Fireball Archers Wizard
Knight Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Archers Fireball Wizard The Log
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Archers Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard The Log
Fireball
P.E.K.K.A
Fireball Wizard The Log
Archers Fireball
Fireball Archers Wizard
The Log Fireball
Fireball Knight Wizard
The Log Fireball Wizard
Fireball
P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball Wizard

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