My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight 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 Freeze The Log

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze 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 Knight Skeleton Army Freeze 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Skeleton Army Freeze Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Skeleton Army

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 Knight Freeze
Knight
Arrows Wizard The Log
Wizard
Knight P.E.K.K.A
Skeleton Army
Freeze
Arrows
P.E.K.K.A
Arrows Wizard The Log
The Log
Knight P.E.K.K.A
Goblinstein

Defense Synergies 1 11

Arrows
Knight P.E.K.K.A
Knight
Arrows Wizard Skeleton Army The Log
Wizard
Knight Skeleton Army Freeze P.E.K.K.A The Log
Skeleton Army
Knight Wizard Freeze The Log
Freeze
Wizard Skeleton Army
P.E.K.K.A
The Log Arrows Wizard
The Log
P.E.K.K.A Knight 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.

Knight Wizard The Log
Skeleton Army P.E.K.K.A Knight The Log
Skeleton Army P.E.K.K.A Knight Freeze
Skeleton Army P.E.K.K.A Knight
Arrows Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army Freeze The Log
Arrows Wizard Freeze
Arrows P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Knight Skeleton Army
Skeleton Army Arrows Knight Wizard Freeze The Log
Arrows Wizard
Skeleton Army P.E.K.K.A Knight Wizard Freeze The Log
Wizard Skeleton Army Arrows Freeze P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Knight
Skeleton Army Freeze P.E.K.K.A The Log
Wizard Arrows Knight Skeleton Army P.E.K.K.A
Arrows Knight Wizard Skeleton Army The Log
Arrows Wizard Freeze The Log Knight
P.E.K.K.A
Wizard Skeleton Army Arrows Knight 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 Skeleton Army P.E.K.K.A
Arrows Knight Wizard The Log
Skeleton Army P.E.K.K.A Knight The Log
Skeleton Army P.E.K.K.A Knight The Log
P.E.K.K.A Knight Skeleton Army
Arrows Wizard Freeze
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army
Freeze P.E.K.K.A Knight Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Arrows The Log
Skeleton Army P.E.K.K.A Knight Wizard
Wizard Skeleton Army
Skeleton Army Knight Freeze P.E.K.K.A The Log
Arrows Wizard Freeze 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 Freeze The Log
Arrows The Log
Arrows The Log
Arrows Knight Freeze The Log
Wizard Arrows The Log
Arrows Wizard Freeze
Arrows Wizard The Log
Arrows The Log Wizard Freeze
Arrows The Log Wizard
Arrows Knight Wizard The Log
Arrows Wizard
Knight The Log
Arrows Freeze
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows Freeze
Arrows Wizard The Log
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows Freeze The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard
Wizard Freeze
Arrows Wizard The Log
Arrows Freeze
P.E.K.K.A
Arrows Wizard The Log
Skeleton Army Freeze
Arrows Wizard
Freeze
Arrows The Log
Knight Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
Freeze The Log
Freeze The Log
P.E.K.K.A
Wizard

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