My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Wizard Magic Archer

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 Bats Knight Wizard 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.

Missing

Damage spells

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

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Bats 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.

Fireball

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.

Fireball 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 Bats The Log Knight Fireball Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Knight

Attack Synergies 2 10

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
Bats
Knight P.E.K.K.A
Knight
Bats Fireball Wizard The Log Magic Archer
Fireball
Knight The Log Magic Archer
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Magic Archer Bats Wizard The Log
The Log
Knight Fireball P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Knight Fireball The Log

Defense Synergies 4 14

Skeletons
Bats Knight Wizard P.E.K.K.A The Log Magic Archer
Bats
Knight Skeletons P.E.K.K.A The Log
Knight
Bats Magic Archer Skeletons Fireball Wizard The Log
Fireball
The Log Knight
Wizard
Skeletons Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Bats Wizard
The Log
Fireball P.E.K.K.A Skeletons Bats Knight Wizard Magic Archer
Magic Archer
Knight Skeletons 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 Fireball Wizard The Log Magic Archer
P.E.K.K.A Skeletons Bats Knight The Log
P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A Skeletons Bats Knight
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Bats Magic Archer
Bats Fireball Wizard Magic Archer
Fireball P.E.K.K.A The Log Magic Archer
P.E.K.K.A Skeletons
Knight Skeletons
Bats Skeletons Knight Fireball Wizard The Log Magic Archer
Bats Fireball Wizard Magic Archer
P.E.K.K.A Skeletons Bats Knight Fireball Wizard The Log
Fireball Wizard Bats P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight
Fireball P.E.K.K.A The Log
Wizard Skeletons Bats Knight Fireball P.E.K.K.A
Fireball Bats Knight Wizard The Log Magic Archer
Wizard The Log Bats Knight Fireball Magic Archer
P.E.K.K.A
Wizard Bats Knight Fireball P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Fireball P.E.K.K.A
Fireball Knight Wizard The Log Magic Archer
P.E.K.K.A Skeletons Bats Knight The Log
P.E.K.K.A Bats Knight Fireball The Log
P.E.K.K.A Skeletons Knight
Fireball Wizard Skeletons Bats Magic Archer
P.E.K.K.A Skeletons Bats Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Skeletons Bats Knight Fireball The Log Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Bats Knight
P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Knight Fireball Wizard
Wizard Fireball Magic Archer
Skeletons Bats Knight Fireball P.E.K.K.A The Log Magic Archer
Bats Fireball Wizard P.E.K.K.A The Log Magic Archer
Fireball

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.)

Fireball Magic Archer Knight The Log
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Knight Fireball The Log
Fireball Wizard The Log Magic Archer
Fireball Wizard Bats Magic Archer
Wizard The Log Magic Archer
Fireball The Log Wizard Magic Archer
Fireball The Log Wizard
Bats Fireball
Knight Fireball Wizard The Log Magic Archer
Fireball Wizard Magic Archer
Knight Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball Wizard The Log Magic Archer
Magic Archer Fireball Wizard The Log
Fireball
Bats
Fireball Wizard The Log Magic Archer
Fireball Wizard The Log Magic Archer
Fireball The Log Magic Archer
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Magic Archer
Fireball The Log Wizard Magic Archer
Fireball Wizard The Log Magic Archer
Fireball The Log Magic Archer
Bats Fireball Wizard Magic Archer
Bats Fireball Wizard
Fireball
Fireball Wizard The Log Magic Archer
Fireball Magic Archer
P.E.K.K.A
Fireball Wizard The Log Magic Archer
Bats Fireball Magic Archer
Fireball Wizard Magic Archer
The Log Fireball
Fireball Knight Wizard Magic Archer
The Log Fireball Wizard Magic Archer
Fireball
P.E.K.K.A
Bats Fireball The Log Magic Archer
Bats Fireball Magic Archer
Fireball The Log Magic Archer
P.E.K.K.A
Fireball Wizard

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