My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Ice Wizard Inferno Dragon

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 Wizard P.E.K.K.A Ice Wizard Inferno Dragon

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.

Lightning

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.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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 Inferno Dragon
Giant Snowball
Archers Inferno Dragon
Zap
Archers Inferno Dragon
Barbarian Barrel
Archers Knight Wizard Ice Wizard
The Log
Archers Mini P.E.K.K.A
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Knight Mini P.E.K.K.A Wizard P.E.K.K.A Ice Wizard Inferno Dragon
Fireball
Archers Wizard Ice Wizard Inferno Dragon
Poison
Archers Wizard Ice Wizard
Lightning
Knight Mini P.E.K.K.A Wizard Ice Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard

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.

Knight Mini P.E.K.K.A P.E.K.K.A Ice Wizard Inferno Dragon

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 Ice 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.

Archers Knight Ice Wizard Mini P.E.K.K.A Inferno Dragon Wizard Lightning P.E.K.K.A

Shortest cycle

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

13 Archers Knight Ice Wizard Mini P.E.K.K.A

Attack Synergies 1 10

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 Mini P.E.K.K.A P.E.K.K.A Inferno Dragon
Knight
Archers Wizard Ice Wizard
Mini P.E.K.K.A
Archers Wizard Lightning Ice Wizard
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
Lightning
Mini P.E.K.K.A
P.E.K.K.A
Archers Wizard Ice Wizard
Ice Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
Inferno Dragon
Archers

Defense Synergies 2 11

Archers
Knight Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Knight
Archers Ice Wizard Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Archers Knight Wizard Ice Wizard
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Lightning
P.E.K.K.A
Archers Wizard Ice Wizard
Ice Wizard
Knight Archers Mini P.E.K.K.A Wizard P.E.K.K.A Inferno Dragon
Inferno Dragon
Ice 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.

Lightning Knight Wizard
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Knight Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Archers Knight Lightning Ice Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Knight Ice Wizard
Lightning Mini P.E.K.K.A P.E.K.K.A
Archers Ice Wizard
Lightning Inferno Dragon Archers Wizard Ice Wizard
Lightning P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Ice Wizard
Knight Archers Mini P.E.K.K.A Ice Wizard
Archers Ice Wizard Knight Wizard
Inferno Dragon Archers Wizard Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Wizard Lightning Ice Wizard
Wizard Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon Knight
Mini P.E.K.K.A Lightning P.E.K.K.A Inferno Dragon
Wizard Knight Mini P.E.K.K.A P.E.K.K.A
Archers Knight Wizard Ice Wizard
Wizard Archers Knight Ice Wizard Inferno Dragon
Mini P.E.K.K.A P.E.K.K.A Inferno Dragon
Wizard Archers Knight Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Archers P.E.K.K.A
Archers Knight Mini P.E.K.K.A Wizard Lightning Inferno Dragon
P.E.K.K.A Knight Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Lightning P.E.K.K.A Knight
P.E.K.K.A Knight Mini P.E.K.K.A Inferno Dragon
Wizard Archers Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Archers Knight Lightning Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Inferno Dragon
Lightning P.E.K.K.A Knight Mini P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Knight Mini P.E.K.K.A
Lightning P.E.K.K.A
Mini P.E.K.K.A Lightning P.E.K.K.A Knight Wizard
Wizard Archers
Archers Knight Mini P.E.K.K.A Lightning P.E.K.K.A Inferno Dragon
Archers Mini P.E.K.K.A Wizard P.E.K.K.A Ice Wizard Inferno Dragon
Ice 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.)

Lightning Knight
Ice Wizard
Lightning
Lightning Knight
Wizard
Wizard Ice Wizard
Archers Wizard
Wizard Lightning Ice Wizard
Wizard Lightning
Lightning Mini P.E.K.K.A
Lightning Knight Wizard
Lightning Archers Wizard
Lightning Knight
Lightning
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Mini P.E.K.K.A Lightning
Lightning Archers Mini P.E.K.K.A Wizard
Lightning Wizard
Lightning
Lightning Wizard
Lightning
Lightning
Wizard Ice Wizard
Inferno Dragon
Wizard Lightning Ice Wizard
Lightning Wizard
Lightning
Lightning Archers Wizard Ice Wizard
Lightning Wizard
Lightning Mini P.E.K.K.A
Lightning Wizard
Lightning
P.E.K.K.A
Wizard Lightning
Lightning Archers
Lightning Archers Wizard Ice Wizard
Lightning Knight Mini P.E.K.K.A Wizard
Wizard Lightning
Lightning
P.E.K.K.A
Lightning
Lightning
Lightning
P.E.K.K.A Inferno Dragon
Lightning Wizard

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