My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Good

1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Electro 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.

Skeletons Archers Knight Royal Giant P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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 Royal Giant 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.

Electro Wizard

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
Skeletons Archers Royal Giant
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers Royal Giant
Barbarian Barrel
Skeletons Archers Knight Electro Wizard
The Log
Skeletons Archers Royal Giant
Earthquake
Skeletons Archers
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight P.E.K.K.A Electro Wizard
Fireball
Archers Electro Wizard
Poison
Archers Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight 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.

Royal Giant

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.

Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Archers Arrows Knight Electro Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Archers Arrows

Attack Synergies 4 9

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.

Skeletons
Archers
Knight Arrows Royal Giant P.E.K.K.A
Arrows
Royal Giant P.E.K.K.A Archers Knight
Knight
Archers Arrows The Log Electro Wizard
Royal Giant
Arrows Archers The Log Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Archers The Log
The Log
Knight Royal Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Royal Giant

Defense Synergies 3 13

Skeletons
Archers Knight P.E.K.K.A The Log Electro Wizard
Archers
Knight Skeletons P.E.K.K.A The Log Electro Wizard
Arrows
Knight P.E.K.K.A
Knight
Archers Electro Wizard Skeletons Arrows The Log
Royal Giant
P.E.K.K.A
The Log Skeletons Archers Arrows Electro Wizard
The Log
P.E.K.K.A Skeletons Archers Knight Electro Wizard
Electro Wizard
Knight Skeletons Archers P.E.K.K.A 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 The Log Electro Wizard
P.E.K.K.A Skeletons Knight The Log Electro Wizard
P.E.K.K.A Skeletons Archers Knight Electro Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Archers Electro Wizard
Electro Wizard Archers Arrows
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Knight Skeletons Archers Electro Wizard
Archers Electro Wizard Skeletons Arrows Knight The Log
Arrows Archers Electro Wizard
P.E.K.K.A Skeletons Knight The Log Electro Wizard
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A The Log Electro Wizard
Skeletons Arrows Knight P.E.K.K.A Electro Wizard
Arrows Archers Knight The Log Electro Wizard
Arrows The Log Archers Knight Electro Wizard
P.E.K.K.A Electro Wizard
Archers Arrows Knight P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Archers P.E.K.K.A Electro Wizard
Electro Wizard Archers Arrows Knight The Log
P.E.K.K.A Skeletons Knight The Log Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Skeletons Knight
Arrows Skeletons Archers Electro Wizard
P.E.K.K.A Skeletons Archers Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Skeletons Knight The Log
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Skeletons Knight
Archers
Electro Wizard Skeletons Archers Knight P.E.K.K.A The Log
Arrows Archers P.E.K.K.A The Log Electro Wizard
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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows
Archers Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows Knight The Log Electro Wizard
Archers Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Archers Arrows The Log Electro Wizard
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Archers Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Archers
Archers Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard
Arrows The Log
Arrows
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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