My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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.

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.

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
Guards
Giant Snowball
Cannon Guards
Zap
Cannon Guards
Barbarian Barrel
Cannon Wizard Guards
The Log
Cannon Mini P.E.K.K.A Guards
Earthquake
Cannon Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Wizard Guards P.E.K.K.A
Fireball
Cannon Wizard
Poison
Cannon Wizard Guards
Lightning
Cannon 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

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 Guards P.E.K.K.A

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 Arrows Cannon Guards 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 Arrows Cannon Guards

Attack Synergies 1 6

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.

Arrows
P.E.K.K.A Mini P.E.K.K.A
Cannon
Mini P.E.K.K.A
Arrows Wizard The Log
Wizard
Mini P.E.K.K.A P.E.K.K.A
Guards
The Log
P.E.K.K.A
Arrows Wizard The Log
The Log
Mini P.E.K.K.A Guards P.E.K.K.A
Goblinstein

Defense Synergies 3 12

Arrows
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon
The Log Arrows Mini P.E.K.K.A Wizard Guards
Mini P.E.K.K.A
The Log Arrows Cannon Wizard Guards
Wizard
Cannon Mini P.E.K.K.A Guards P.E.K.K.A The Log
Guards
Cannon Mini P.E.K.K.A Wizard The Log
P.E.K.K.A
The Log Arrows Wizard
The Log
Cannon Mini P.E.K.K.A P.E.K.K.A Wizard Guards
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.

Cannon Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Cannon The Log
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon Mini P.E.K.K.A P.E.K.K.A Guards
Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Cannon Guards
Arrows Cannon Wizard
Arrows Cannon P.E.K.K.A The Log
Cannon Mini P.E.K.K.A P.E.K.K.A
Guards Cannon Mini P.E.K.K.A
Guards Arrows Cannon Wizard The Log
Arrows Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Wizard Guards The Log
Wizard Arrows Cannon Mini P.E.K.K.A Guards P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Cannon
Cannon Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Arrows Cannon Mini P.E.K.K.A P.E.K.K.A
Arrows Cannon Wizard Guards The Log
Arrows Wizard The Log Cannon Guards
Mini P.E.K.K.A P.E.K.K.A Cannon
Wizard Arrows Cannon Mini P.E.K.K.A Guards 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 Guards P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log
Guards P.E.K.K.A Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards P.E.K.K.A The Log
P.E.K.K.A Cannon Mini P.E.K.K.A Guards
Arrows Wizard
Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A The Log
P.E.K.K.A Cannon Guards
P.E.K.K.A Mini P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log
Mini P.E.K.K.A P.E.K.K.A Cannon Wizard Guards
Wizard Cannon
Guards Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Cannon Mini P.E.K.K.A Wizard P.E.K.K.A The Log
Arrows Cannon

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 Guards The Log
Arrows The Log
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Mini P.E.K.K.A Guards
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
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
Arrows Wizard
Wizard Guards
Mini P.E.K.K.A
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Guards
Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
Guards The Log
The Log
P.E.K.K.A
Wizard

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