My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 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.

Firecracker Wizard Magic Archer Little Prince

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.

Firecracker Wizard P.E.K.K.A Magic Archer Little Prince

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.

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 Magic Archer

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.

Firecracker Mini P.E.K.K.A Magic Archer

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 Little Prince
Zap
Firecracker Skeleton Army Little Prince
Barbarian Barrel
Firecracker Wizard Skeleton Army Magic Archer Little Prince
The Log
Firecracker Mini P.E.K.K.A Skeleton Army Little Prince
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army Little Prince
Royal Delivery
Firecracker Mini P.E.K.K.A Wizard Skeleton Army P.E.K.K.A Magic Archer Little Prince
Fireball
Firecracker Wizard Skeleton Army Magic Archer Little Prince
Poison
Firecracker Wizard Skeleton Army Magic Archer Little Prince
Lightning
Mini P.E.K.K.A Wizard Magic Archer Little Prince
Rocket
Wizard Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard The Log Magic Archer

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Firecracker Skeleton Army Little Prince Mini P.E.K.K.A Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Firecracker Skeleton Army Little Prince

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.

Firecracker
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Firecracker Wizard The Log Magic Archer Little Prince
Wizard
Mini P.E.K.K.A P.E.K.K.A
Skeleton Army
P.E.K.K.A
Magic Archer Firecracker Wizard The Log
The Log
Mini P.E.K.K.A P.E.K.K.A Magic Archer Little Prince
Magic Archer
P.E.K.K.A Mini P.E.K.K.A The Log
Little Prince
Mini P.E.K.K.A The Log

Defense Synergies 3 13

Firecracker
The Log Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Mini P.E.K.K.A
The Log Firecracker Wizard Skeleton Army Magic Archer
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Skeleton Army
Firecracker Mini P.E.K.K.A Wizard The Log Magic Archer
P.E.K.K.A
The Log Firecracker Wizard
The Log
Firecracker Mini P.E.K.K.A P.E.K.K.A Wizard Skeleton Army Magic Archer Little Prince
Magic Archer
Mini P.E.K.K.A Skeleton Army The Log
Little Prince
The Log

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.

Firecracker Wizard The Log Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Firecracker The Log
Mini 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 Firecracker
Firecracker Mini P.E.K.K.A Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Firecracker Magic Archer
Firecracker Wizard Magic Archer Little Prince
P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Mini P.E.K.K.A Little Prince
Skeleton Army Firecracker Wizard The Log Magic Archer
Firecracker Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard The Log
Wizard Skeleton Army Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Magic Archer
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 Firecracker Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Firecracker Wizard Skeleton Army The Log Magic Archer Little Prince
Wizard The Log Firecracker Magic Archer Little Prince
Mini P.E.K.K.A P.E.K.K.A
Wizard Skeleton Army Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Little Prince

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 P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard The Log Magic Archer
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
Firecracker Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
P.E.K.K.A Firecracker Mini P.E.K.K.A Skeleton Army The Log Magic Archer
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 The Log
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard
Wizard Firecracker Skeleton Army Magic Archer
Skeleton Army Firecracker Mini P.E.K.K.A P.E.K.K.A The Log Magic Archer Little Prince
Firecracker Mini P.E.K.K.A Wizard P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Firecracker The Log
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker The Log
Wizard Firecracker The Log Magic Archer
Firecracker Wizard Magic Archer
Firecracker Wizard The Log Magic Archer
The Log Firecracker Wizard Magic Archer
The Log Firecracker Wizard
Mini P.E.K.K.A
Firecracker Wizard The Log Magic Archer
Firecracker Wizard Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker Wizard The Log Magic Archer
Magic Archer Firecracker Wizard The Log
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard The Log Magic Archer
Firecracker Wizard The Log Magic Archer Little Prince
The Log Magic Archer
Wizard
The Log
The Log
Firecracker The Log Wizard Magic Archer Little Prince
Firecracker The Log Wizard Magic Archer
Wizard The Log Magic Archer
Firecracker The Log Magic Archer
Firecracker Wizard Magic Archer Little Prince
Firecracker Wizard
Mini P.E.K.K.A
Wizard The Log Magic Archer
Firecracker Magic Archer
P.E.K.K.A
Firecracker Wizard The Log Magic Archer
Skeleton Army Magic Archer
Firecracker Wizard Magic Archer
The Log
Firecracker Mini P.E.K.K.A Wizard Magic Archer
The Log Firecracker Wizard Magic Archer
Firecracker P.E.K.K.A
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer Little Prince

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