My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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.

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.

Knight Wizard Prince P.E.K.K.A 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.

The Log

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Knight Guards Skeleton Army Prince P.E.K.K.A Inferno Dragon

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 Knight Guards Skeleton Army Inferno Dragon Wizard Prince P.E.K.K.A

Shortest cycle

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

11 The Log Knight Guards Skeleton Army

Attack Synergies 0 8

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.

Knight
Wizard Prince The Log
Wizard
Knight Prince P.E.K.K.A
Guards
The Log
Skeleton Army
Prince
Knight Wizard The Log
P.E.K.K.A
Wizard The Log
The Log
Knight Guards Prince P.E.K.K.A
Inferno Dragon

Defense Synergies 2 15

Knight
Wizard Skeleton Army The Log
Wizard
Knight Guards Skeleton Army Prince P.E.K.K.A The Log
Guards
Wizard Skeleton Army Prince The Log
Skeleton Army
Knight Wizard Guards Prince The Log Inferno Dragon
Prince
The Log Wizard Guards Skeleton Army
P.E.K.K.A
The Log Wizard
The Log
Prince P.E.K.K.A Knight Wizard Guards Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army 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.

Knight Wizard The Log
Skeleton Army P.E.K.K.A Inferno Dragon Knight Prince The Log
Skeleton Army Prince P.E.K.K.A Knight Inferno Dragon
Skeleton Army Prince P.E.K.K.A Inferno Dragon Knight Guards
Skeleton Army Prince P.E.K.K.A The Log
Skeleton Army The Log Guards
Inferno Dragon Wizard
P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Skeleton Army Prince
Knight Guards Skeleton Army Prince
Guards Skeleton Army Knight Wizard The Log
Inferno Dragon Wizard
Skeleton Army Prince P.E.K.K.A Knight Wizard Guards The Log
Wizard Skeleton Army Guards Prince P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Inferno Dragon Knight Prince
Skeleton Army Prince P.E.K.K.A The Log Inferno Dragon
Wizard Knight Skeleton Army Prince P.E.K.K.A
Knight Wizard Guards Skeleton Army Prince The Log
Wizard The Log Knight Guards Inferno Dragon
P.E.K.K.A Prince Inferno Dragon
Wizard Skeleton Army Knight Guards Prince 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 Guards Skeleton Army Prince P.E.K.K.A
Knight Wizard Prince The Log Inferno Dragon
Guards Skeleton Army P.E.K.K.A Knight Prince The Log
Guards Skeleton Army Prince P.E.K.K.A Knight The Log
P.E.K.K.A Knight Guards Skeleton Army Prince Inferno Dragon
Wizard
Guards Skeleton Army Prince P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army Prince Inferno Dragon
P.E.K.K.A Knight Skeleton Army Prince The Log Inferno Dragon
P.E.K.K.A Guards Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Knight Guards Prince
Skeleton Army P.E.K.K.A Guards Prince The Log
Skeleton Army Prince P.E.K.K.A Knight Wizard Guards
Wizard Skeleton Army
Guards Skeleton Army Knight Prince P.E.K.K.A The Log Inferno Dragon
Wizard P.E.K.K.A The Log Inferno Dragon

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.)

Knight Guards The Log
The Log
The Log
Knight Guards Prince The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Guards Prince
Knight Wizard Prince The Log
Wizard
Knight The Log
Prince The Log
Wizard The Log
Wizard The Log
Wizard Prince The Log
Wizard The Log
Prince The Log
Wizard
Prince The Log
The Log
The Log Wizard
Inferno Dragon
The Log Wizard
Wizard Prince The Log
The Log
Wizard
Wizard Guards
Wizard The Log
P.E.K.K.A Prince
Wizard The Log
Guards Skeleton Army Prince
Wizard
The Log
Knight Wizard Prince
The Log Wizard
Prince P.E.K.K.A
Guards The Log
Prince The Log
Prince P.E.K.K.A Inferno Dragon
Wizard

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