My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake The Log

Punishments

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

Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Earthquake 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Wall Breakers The Log Knight Cannon Earthquake Magic Archer P.E.K.K.A

Shortest cycle

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

8 Skeletons Wall Breakers The Log Knight

Attack Synergies 2 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
Knight
Wall Breakers Earthquake The Log Magic Archer
Cannon
Earthquake
Knight Wall Breakers P.E.K.K.A The Log
Wall Breakers
Knight Earthquake The Log
P.E.K.K.A
Magic Archer Earthquake The Log
The Log
Knight Earthquake Wall Breakers P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Knight The Log

Defense Synergies 5 11

Skeletons
Cannon Knight Earthquake P.E.K.K.A The Log Magic Archer
Knight
Cannon Magic Archer Skeletons Earthquake The Log
Cannon
Skeletons Knight The Log Earthquake Magic Archer
Earthquake
Skeletons Knight Cannon The Log
Wall Breakers
P.E.K.K.A
The Log Skeletons
The Log
Cannon P.E.K.K.A Skeletons Knight Earthquake Magic Archer
Magic Archer
Knight Skeletons Cannon 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.

Earthquake Knight Cannon The Log Magic Archer
P.E.K.K.A Skeletons Knight Cannon The Log
Cannon P.E.K.K.A Skeletons Knight
Cannon P.E.K.K.A Skeletons Knight
Earthquake P.E.K.K.A The Log
The Log Skeletons Cannon Earthquake Magic Archer
Cannon Magic Archer
Earthquake Cannon P.E.K.K.A The Log Magic Archer
Cannon P.E.K.K.A Skeletons
Knight Skeletons Cannon
Skeletons Knight Cannon Earthquake The Log Magic Archer
Magic Archer
Cannon P.E.K.K.A Skeletons Knight Earthquake The Log
Cannon Earthquake P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A The Log
Skeletons Knight Cannon P.E.K.K.A
Cannon Knight The Log Magic Archer
Earthquake The Log Knight Cannon Magic Archer
P.E.K.K.A Cannon
Knight Cannon Earthquake 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 Skeletons P.E.K.K.A
Knight The Log Magic Archer
P.E.K.K.A Skeletons Knight The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Skeletons Knight Cannon
Skeletons Magic Archer
P.E.K.K.A Skeletons Knight
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight The Log Magic Archer
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight
P.E.K.K.A The Log
P.E.K.K.A Skeletons Knight Cannon
Cannon Magic Archer
Skeletons Knight P.E.K.K.A The Log Magic Archer
Cannon Earthquake 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.)

Earthquake Magic Archer Knight The Log
The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Knight The Log
Earthquake The Log Magic Archer
Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
The Log
Knight Earthquake The Log Magic Archer
Magic Archer
Earthquake Knight The Log Magic Archer
Earthquake Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Magic Archer The Log
Earthquake
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
The Log
Earthquake The Log
Earthquake The Log Magic Archer
The Log Earthquake Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer
Earthquake The Log Magic Archer
Magic Archer
P.E.K.K.A
Earthquake The Log Magic Archer
Earthquake Magic Archer
Magic Archer
The Log
Knight Magic Archer
The Log Earthquake Magic Archer
P.E.K.K.A
The Log Magic Archer
Magic Archer
The Log Magic Archer
P.E.K.K.A

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