My Best Clash Royale Deck

Deck Check Rating

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

4 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Witch

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.

Skeletons Witch P.E.K.K.A Mega Knight

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

Punishments

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

Mega Knight

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.

P.E.K.K.A Mega Knight

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
Giant Snowball
Skeletons Cannon Witch
Zap
Skeletons Cannon Witch
Barbarian Barrel
Skeletons Cannon Witch
The Log
Skeletons Cannon Witch
Earthquake
Skeletons Cannon Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Witch P.E.K.K.A
Fireball
Cannon Witch
Poison
Cannon Witch
Lightning
Cannon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze The Log Mega Knight

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 Freeze P.E.K.K.A Mega Knight

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.

Witch

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.

Skeletons The Log Arrows Cannon Freeze Witch P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons The Log Arrows Cannon

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.

Skeletons
Arrows
P.E.K.K.A Freeze Mega Knight
Cannon
Freeze
Arrows
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Witch The Log
The Log
P.E.K.K.A Mega Knight
Mega Knight
Arrows Witch The Log

Defense Synergies 4 10

Skeletons
Cannon Witch P.E.K.K.A The Log
Arrows
Mega Knight Cannon P.E.K.K.A
Cannon
Skeletons The Log Arrows Witch
Freeze
Mega Knight
Witch
Skeletons Cannon The Log Mega Knight
P.E.K.K.A
The Log Skeletons Arrows
The Log
Cannon P.E.K.K.A Skeletons Witch Mega Knight
Mega Knight
Arrows Freeze Witch 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.

Cannon The Log
P.E.K.K.A Skeletons Cannon Witch The Log Mega Knight
Cannon Witch P.E.K.K.A Mega Knight Skeletons Freeze
Cannon Witch P.E.K.K.A Skeletons Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows Freeze The Log Skeletons Cannon Mega Knight
Arrows Cannon Freeze Witch
Arrows Cannon P.E.K.K.A The Log Mega Knight
Cannon Witch P.E.K.K.A Skeletons
Skeletons Cannon Mega Knight
Witch Skeletons Arrows Cannon Freeze The Log Mega Knight
Arrows Witch
Cannon P.E.K.K.A Mega Knight Skeletons Freeze Witch The Log
Mega Knight Arrows Cannon Freeze Witch P.E.K.K.A The Log
P.E.K.K.A Cannon Mega Knight
Cannon Freeze P.E.K.K.A The Log Mega Knight
Mega Knight Skeletons Arrows Cannon Witch P.E.K.K.A
Arrows Cannon Mega Knight Witch The Log
Arrows Freeze Witch The Log Cannon Mega Knight
P.E.K.K.A Cannon
Mega Knight Arrows Cannon Witch 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.

Mega Knight Skeletons Witch P.E.K.K.A
Arrows The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Witch The Log
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Skeletons Cannon Witch Mega Knight
Arrows Skeletons Freeze Witch
P.E.K.K.A Skeletons Witch
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight Skeletons Witch The Log
Witch P.E.K.K.A Skeletons Cannon
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Arrows The Log
P.E.K.K.A Mega Knight Skeletons Cannon Witch
Cannon Witch Mega Knight
Witch Skeletons Freeze P.E.K.K.A The Log
Arrows Mega Knight Cannon Freeze Witch 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 Freeze The Log
Arrows The Log
Arrows The Log
Arrows Freeze The Log
Arrows The Log Mega Knight
Arrows Freeze Witch
Arrows Witch The Log
Arrows The Log Freeze
Arrows The Log
Arrows The Log
Arrows
The Log
Arrows Freeze
Arrows The Log
Arrows Witch The Log
Arrows The Log Mega Knight
Arrows Freeze
Arrows The Log Mega Knight
Arrows Witch The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows Freeze The Log Witch Mega Knight
Witch
Arrows The Log Witch
Arrows Witch The Log Mega Knight
Arrows The Log
Arrows Witch
Freeze Witch
Arrows The Log Mega Knight
Arrows Freeze
P.E.K.K.A Mega Knight
Arrows The Log
Freeze Witch
Arrows Witch
Freeze
Arrows The Log
Mega Knight
Arrows The Log
Arrows
P.E.K.K.A Mega Knight
Freeze Witch The Log
Witch
Freeze Witch The Log Mega Knight
P.E.K.K.A
Mega Knight

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