My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Witch

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.

Archers Knight Witch P.E.K.K.A 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

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 Guards 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.

Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Arrows Knight Guards Witch P.E.K.K.A Mega Knight

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 2 12

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 Arrows P.E.K.K.A Mega Knight
Arrows
P.E.K.K.A Archers Knight Mega Knight
Knight
Archers Arrows Witch The Log
Guards
The Log
Witch
Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Archers Witch The Log
The Log
Knight Guards P.E.K.K.A Mega Knight
Mega Knight
Archers Arrows Witch The Log

Defense Synergies 3 14

Archers
Knight Guards Witch P.E.K.K.A The Log Mega Knight
Arrows
Mega Knight Knight P.E.K.K.A
Knight
Archers Arrows Witch The Log
Guards
Archers Witch The Log
Witch
Archers Knight Guards The Log Mega Knight
P.E.K.K.A
The Log Archers Arrows
The Log
P.E.K.K.A Archers Knight Guards Witch Mega Knight
Mega Knight
Arrows Archers Witch 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 The Log
P.E.K.K.A Knight Witch The Log Mega Knight
Witch P.E.K.K.A Mega Knight Archers Knight
Witch P.E.K.K.A Knight Guards Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Archers Guards Mega Knight
Archers Arrows Witch
Arrows P.E.K.K.A The Log Mega Knight
Witch P.E.K.K.A
Knight Guards Archers Mega Knight
Archers Guards Witch Arrows Knight The Log Mega Knight
Arrows Archers Witch
P.E.K.K.A Mega Knight Knight Guards Witch The Log
Mega Knight Arrows Guards Witch P.E.K.K.A The Log
P.E.K.K.A Knight Mega Knight
P.E.K.K.A The Log Mega Knight
Mega Knight Arrows Knight Witch P.E.K.K.A
Arrows Mega Knight Archers Knight Guards Witch The Log
Arrows Witch The Log Archers Knight Guards Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Knight Guards Witch 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 Guards Mega Knight Archers Witch P.E.K.K.A
Archers Arrows Knight The Log Mega Knight
Guards P.E.K.K.A Mega Knight Knight Witch The Log
Guards P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Knight Guards Witch Mega Knight
Arrows Archers Witch
Guards P.E.K.K.A Archers Knight Witch
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight Witch The Log
Witch P.E.K.K.A Guards
P.E.K.K.A Mega Knight Knight Guards Witch
P.E.K.K.A Mega Knight Arrows Guards The Log
P.E.K.K.A Mega Knight Knight Guards Witch
Archers Witch Mega Knight
Guards Witch Archers Knight P.E.K.K.A The Log
Arrows Mega Knight Archers Witch P.E.K.K.A The Log
Arrows

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 Guards The Log
Arrows The Log
Arrows The Log
Arrows Knight Guards The Log
Arrows The Log Mega Knight
Arrows Witch
Archers Arrows Witch The Log
Arrows The Log
Arrows The Log
Guards
Arrows Knight The Log
Archers Arrows
Knight The Log
Arrows
Arrows The Log
Arrows Witch The Log
Arrows The Log Mega Knight
Arrows
Archers Arrows The Log Mega Knight
Arrows Witch The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Witch Mega Knight
Witch
Arrows The Log Witch
Arrows Witch The Log Mega Knight
Arrows The Log
Archers Arrows Witch
Guards Witch
Arrows The Log Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows The Log
Archers Guards Witch
Archers Arrows Witch
Arrows The Log
Knight Mega Knight
Arrows The Log
Arrows
P.E.K.K.A Mega Knight
Guards Witch The Log
Witch
Witch The Log Mega Knight
P.E.K.K.A
Mega Knight

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