My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Magic Archer

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 Knight P.E.K.K.A Magic Archer 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.

The Log

Punishments

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

Goblin Gang

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 Goblin Gang 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.

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
Skeletons Goblin Gang
Giant Snowball
Skeletons Cannon Goblin Gang
Zap
Skeletons Cannon Goblin Gang
Barbarian Barrel
Skeletons Knight Cannon Goblin Gang Magic Archer
The Log
Skeletons Cannon Goblin Gang
Earthquake
Skeletons Cannon Goblin Gang
Arrows
Skeletons Goblin Gang
Royal Delivery
Skeletons Knight Goblin Gang P.E.K.K.A Magic Archer
Fireball
Cannon Goblin Gang Magic Archer
Poison
Cannon Goblin Gang Magic Archer
Lightning
Knight Cannon Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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.

Knight P.E.K.K.A

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.

Goblin Gang

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 Knight Cannon Goblin Gang Magic Archer Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Knight Cannon

Attack Synergies 3 5

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
Knight
Goblin Gang The Log Magic Archer
Cannon
Goblin Gang
Knight P.E.K.K.A
P.E.K.K.A
Magic Archer Goblinstein Goblin Gang The Log
The Log
Knight P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Knight The Log
Goblinstein
P.E.K.K.A

Defense Synergies 7 11

Skeletons
Cannon Knight P.E.K.K.A The Log Magic Archer
Knight
Cannon Goblin Gang Magic Archer Skeletons The Log
Cannon
Skeletons Knight The Log Goblin Gang Magic Archer
Goblin Gang
Knight Cannon P.E.K.K.A The Log Magic Archer
P.E.K.K.A
The Log Goblinstein Skeletons Goblin Gang
The Log
Cannon P.E.K.K.A Skeletons Knight Goblin Gang Magic Archer
Magic Archer
Knight Skeletons Cannon Goblin Gang The Log
Goblinstein
P.E.K.K.A

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 Cannon The Log Magic Archer
P.E.K.K.A Skeletons Knight Cannon Goblin Gang The Log
Cannon Goblin Gang P.E.K.K.A Skeletons Knight
Cannon P.E.K.K.A Skeletons Knight Goblin Gang
P.E.K.K.A The Log
Goblin Gang The Log Skeletons Cannon Magic Archer
Cannon Goblin Gang Magic Archer
Cannon P.E.K.K.A The Log Magic Archer
Cannon P.E.K.K.A Skeletons Goblin Gang
Knight Goblin Gang Skeletons Cannon
Goblin Gang Skeletons Knight Cannon The Log Magic Archer
Goblin Gang Magic Archer
Cannon P.E.K.K.A Skeletons Knight Goblin Gang The Log
Cannon Goblin Gang P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight Cannon Goblin Gang
Cannon Goblin Gang P.E.K.K.A The Log Goblinstein
Skeletons Knight Cannon Goblin Gang P.E.K.K.A
Cannon Knight Goblin Gang The Log Magic Archer
The Log Knight Cannon Magic Archer
P.E.K.K.A Cannon
Goblin Gang Knight Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons P.E.K.K.A
Knight Goblin Gang The Log Magic Archer
Goblin Gang P.E.K.K.A Skeletons Knight The Log
Goblin Gang P.E.K.K.A Knight The Log
P.E.K.K.A Skeletons Knight Cannon Goblin Gang
Goblinstein Skeletons Goblin Gang Magic Archer
Goblin Gang P.E.K.K.A Skeletons Knight
P.E.K.K.A Knight
P.E.K.K.A Goblinstein Skeletons Knight The Log Magic Archer
P.E.K.K.A Skeletons Cannon Goblin Gang
P.E.K.K.A Knight
P.E.K.K.A The Log
P.E.K.K.A Skeletons Knight Cannon Goblin Gang
Cannon Magic Archer
Goblin Gang Skeletons Knight P.E.K.K.A The Log Magic Archer Goblinstein
Cannon P.E.K.K.A The Log Magic Archer
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.)

Magic Archer Knight The Log
The Log Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer Goblinstein
Goblinstein Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Goblin Gang
Knight The Log Magic Archer
Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Magic Archer Goblinstein
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer
Goblinstein
The Log Magic Archer
Magic Archer
P.E.K.K.A
The Log Magic Archer
Goblin Gang Magic Archer Goblinstein
Magic Archer
The Log
Knight Goblin Gang Magic Archer
The Log Magic Archer
P.E.K.K.A
Goblin Gang The Log Magic Archer
Magic Archer
The Log Magic Archer
P.E.K.K.A

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