My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Wizard Princess

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 Knight Wizard P.E.K.K.A Princess Mega Knight 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.

Princess 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.

Knight P.E.K.K.A Princess 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 Princess
Zap
Skeletons Princess
Barbarian Barrel
Skeletons Knight Wizard Princess
The Log
Skeletons Princess
Earthquake
Skeletons
Arrows
Skeletons Princess
Royal Delivery
Skeletons Knight Wizard P.E.K.K.A Princess
Fireball
Wizard Princess
Poison
Wizard Princess
Lightning
Knight Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Princess Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Princess Mega Knight

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.

Princess

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.

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.

RIP

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 Princess Wizard Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons The Log Knight Princess

Attack Synergies 1 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
Princess Wizard The Log
Wizard
Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Wizard The Log Princess
The Log
Knight P.E.K.K.A Princess Mega Knight
Princess
Knight P.E.K.K.A The Log Mega Knight
Mega Knight
Wizard The Log Princess
Goblinstein

Defense Synergies 2 14

Skeletons
Knight Wizard P.E.K.K.A The Log Princess
Knight
Princess Skeletons Wizard The Log
Wizard
Skeletons Knight P.E.K.K.A The Log Mega Knight
P.E.K.K.A
The Log Skeletons Wizard Princess
The Log
P.E.K.K.A Skeletons Knight Wizard Princess Mega Knight
Princess
Knight Skeletons P.E.K.K.A The Log Mega Knight
Mega Knight
Wizard The Log Princess
Goblinstein

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 Wizard The Log
P.E.K.K.A Skeletons Knight The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight
P.E.K.K.A Skeletons Knight Mega Knight
P.E.K.K.A The Log Princess Mega Knight
The Log Skeletons Mega Knight
Wizard Princess
P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons Princess
Knight Skeletons Mega Knight
Skeletons Knight Wizard The Log Princess Mega Knight
Wizard Princess
P.E.K.K.A Mega Knight Skeletons Knight Wizard The Log
Wizard Mega Knight P.E.K.K.A The Log Princess
P.E.K.K.A Knight Mega Knight
P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Skeletons Knight P.E.K.K.A
Mega Knight Knight Wizard The Log
Wizard The Log Knight Princess Mega Knight
P.E.K.K.A
Wizard Mega Knight Knight 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 Mega Knight Skeletons P.E.K.K.A
Knight Wizard The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight The Log
P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Skeletons Knight Mega Knight
Wizard Skeletons Princess
P.E.K.K.A Skeletons Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Skeletons Knight The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Skeletons Knight Wizard
Wizard Princess Mega Knight
Skeletons Knight P.E.K.K.A The Log
Mega Knight Wizard P.E.K.K.A The Log Princess

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.)

Princess Knight The Log
The Log Princess
The Log
Knight The Log
Wizard The Log Mega Knight
Wizard Princess
Wizard The Log Princess
The Log Wizard Princess
The Log Wizard
Knight Wizard The Log Princess
Wizard Princess
Knight The Log Princess
Princess
Princess The Log
Wizard The Log Princess
Wizard The Log Princess Mega Knight
Wizard The Log Princess Mega Knight
Wizard The Log Princess Mega Knight
The Log Mega Knight
Wizard Princess
The Log
The Log
The Log Wizard Princess Mega Knight
The Log Wizard Princess
Wizard The Log Princess Mega Knight
The Log
Wizard Princess
Wizard
Wizard The Log Mega Knight
Princess
P.E.K.K.A Mega Knight
Wizard The Log Princess
Princess
Wizard Princess
The Log
Knight Wizard Princess Mega Knight
The Log Wizard Princess
P.E.K.K.A Mega Knight
The Log Princess
Princess
The Log Princess Mega Knight
P.E.K.K.A
Wizard Mega Knight

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