My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Wizard

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 Wizard P.E.K.K.A 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.

Arrows 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

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.

Mini P.E.K.K.A P.E.K.K.A

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 Skeleton Army
Giant Snowball
Archers Skeleton Army
Zap
Archers Skeleton Army
Barbarian Barrel
Archers Wizard Skeleton Army
The Log
Archers Mini P.E.K.K.A Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Mini P.E.K.K.A Wizard Skeleton Army P.E.K.K.A
Fireball
Archers Wizard Skeleton Army
Poison
Archers Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mini P.E.K.K.A Skeleton Army 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.

Skeleton Army

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.

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.

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 Skeleton Army Mini P.E.K.K.A Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Archers Arrows Skeleton Army

Attack Synergies 1 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
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows
P.E.K.K.A Archers Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Arrows Wizard The Log
Wizard
Mini P.E.K.K.A P.E.K.K.A
Skeleton Army
P.E.K.K.A
Arrows Archers Wizard The Log
The Log
Mini P.E.K.K.A P.E.K.K.A
Goblinstein

Defense Synergies 2 12

Archers
Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
The Log Archers Arrows Wizard Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Skeleton Army
Archers Mini P.E.K.K.A Wizard The Log
P.E.K.K.A
The Log Archers Arrows Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Archers Wizard Skeleton Army
Goblinstein

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.

Wizard The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Archers
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log Archers
Archers Arrows Wizard
Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Skeleton Army Archers Mini P.E.K.K.A
Archers Skeleton Army Arrows Wizard The Log
Arrows Archers Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard The Log
Wizard Skeleton Army Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Archers Wizard Skeleton Army The Log
Arrows Wizard The Log Archers
Mini P.E.K.K.A P.E.K.K.A
Wizard Skeleton Army Archers Arrows Mini P.E.K.K.A 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.

Mini P.E.K.K.A Skeleton Army Archers P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Wizard The Log
Skeleton Army P.E.K.K.A Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A Skeleton Army
Arrows Wizard Archers
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Archers
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard
Wizard Archers Skeleton Army
Skeleton Army Archers Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Archers Mini P.E.K.K.A Wizard 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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard
Archers Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Mini P.E.K.K.A
Arrows Wizard The Log
Archers Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Wizard The Log
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Archers Arrows Wizard
Wizard
Mini P.E.K.K.A
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Archers Skeleton Army
Archers Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
The Log
The Log
P.E.K.K.A
Wizard

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