My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Executioner

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 Prince Executioner Giant Skeleton P.E.K.K.A Skeleton King

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Wall Breakers Prince

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.

Wall Breakers Prince Giant Skeleton P.E.K.K.A Skeleton King

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.

Giant Skeleton

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 Wall Breakers Prince Giant Skeleton Skeleton King
Giant Snowball
Archers Wall Breakers Skeleton King
Zap
Archers Wall Breakers Prince Skeleton King
Barbarian Barrel
Archers Wall Breakers Executioner Giant Skeleton Skeleton King
The Log
Archers Wall Breakers Prince Giant Skeleton Skeleton King
Earthquake
Archers Skeleton King
Arrows
Archers Wall Breakers Skeleton King
Royal Delivery
Archers Wall Breakers Prince Executioner Giant Skeleton P.E.K.K.A Skeleton King
Fireball
Archers Wall Breakers Executioner Skeleton King
Poison
Archers Executioner Skeleton King
Lightning
Prince Executioner Skeleton King
Rocket
Prince Executioner Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Executioner The Log Skeleton King

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.

Prince Executioner Giant Skeleton 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.

Wall Breakers The Log Archers Skeleton King Prince Executioner Giant Skeleton P.E.K.K.A

Shortest cycle

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

11 Wall Breakers The Log Archers Skeleton King

Attack Synergies 0 11

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
Wall Breakers Prince Giant Skeleton P.E.K.K.A
Wall Breakers
Archers The Log Skeleton King
Prince
Archers The Log
Executioner
P.E.K.K.A The Log
Giant Skeleton
Archers The Log
P.E.K.K.A
Archers Executioner The Log
The Log
Wall Breakers Prince Executioner Giant Skeleton P.E.K.K.A
Skeleton King
Wall Breakers

Defense Synergies 2 8

Archers
Giant Skeleton P.E.K.K.A The Log Skeleton King
Wall Breakers
Prince
The Log Executioner
Executioner
Prince Giant Skeleton The Log
Giant Skeleton
Archers Executioner The Log
P.E.K.K.A
The Log Archers
The Log
Prince P.E.K.K.A Archers Executioner Giant Skeleton
Skeleton King
Archers

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.

Executioner The Log
P.E.K.K.A Prince Executioner The Log
Prince P.E.K.K.A Archers Executioner Giant Skeleton
Prince P.E.K.K.A Skeleton King
Prince Giant Skeleton P.E.K.K.A The Log
The Log Archers Executioner
Archers Executioner
Giant Skeleton P.E.K.K.A The Log
P.E.K.K.A Prince Skeleton King
Archers Prince Giant Skeleton
Archers Executioner Giant Skeleton The Log Skeleton King
Executioner Archers
Prince P.E.K.K.A Giant Skeleton The Log
Executioner Prince P.E.K.K.A The Log Skeleton King
P.E.K.K.A Prince Skeleton King
Prince P.E.K.K.A The Log
Prince Executioner P.E.K.K.A
Archers Prince Executioner The Log
Executioner The Log Archers Giant Skeleton
P.E.K.K.A Prince
Archers Prince Executioner Giant Skeleton P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Archers Prince Giant Skeleton P.E.K.K.A
Archers Prince Executioner The Log
Giant Skeleton P.E.K.K.A Prince The Log
Prince Giant Skeleton P.E.K.K.A The Log
Giant Skeleton P.E.K.K.A Prince Executioner
Executioner Archers
Prince P.E.K.K.A Archers Giant Skeleton
Giant Skeleton P.E.K.K.A Prince
Giant Skeleton P.E.K.K.A Prince The Log
P.E.K.K.A
P.E.K.K.A Prince Giant Skeleton
P.E.K.K.A Prince Giant Skeleton The Log
Prince Giant Skeleton P.E.K.K.A Executioner Skeleton King
Archers Executioner
Archers Prince Executioner Giant Skeleton P.E.K.K.A The Log Skeleton King
Executioner Archers Giant Skeleton P.E.K.K.A The Log Skeleton King

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.)

Giant Skeleton The Log
Executioner The Log
Giant Skeleton The Log
Prince Giant Skeleton The Log
Executioner The Log
Executioner
Archers Executioner The Log
The Log Executioner
The Log
Prince
Prince The Log
Archers Executioner
Executioner The Log
Prince The Log
Executioner The Log
Executioner The Log
Archers Prince Executioner The Log
The Log
Prince Giant Skeleton The Log
Prince The Log
The Log
The Log Executioner
The Log Executioner
Prince The Log
The Log
Archers Executioner
The Log
P.E.K.K.A Prince Giant Skeleton
The Log
Archers Prince
Archers Executioner
The Log
Prince Executioner
The Log Executioner Skeleton King
Giant Skeleton
Prince Executioner P.E.K.K.A
Giant Skeleton The Log Skeleton King
Executioner
Prince Executioner Giant Skeleton The Log
Prince P.E.K.K.A

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