My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Executioner Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

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 Tombstone Executioner P.E.K.K.A Ice Wizard

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.

Zap The Log

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner The Log Ice Wizard

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 Tombstone Executioner P.E.K.K.A Ice Wizard

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Knight Tombstone Ice Wizard Executioner P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap 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
Zap
P.E.K.K.A Knight Executioner The Log Ice Wizard
Knight
Executioner Zap The Log Ice Wizard
Tombstone
Executioner
Knight Zap P.E.K.K.A The Log
P.E.K.K.A
Zap Executioner The Log Ice Wizard
The Log
Zap Knight Executioner P.E.K.K.A
Ice Wizard
Zap Knight P.E.K.K.A

Defense Synergies 3 18

Skeletons
Zap Knight Tombstone Executioner P.E.K.K.A The Log Ice Wizard
Zap
Skeletons Knight Tombstone Executioner P.E.K.K.A The Log Ice Wizard
Knight
Executioner Ice Wizard Skeletons Zap The Log
Tombstone
Skeletons Zap Ice Wizard
Executioner
Knight Skeletons Zap The Log
P.E.K.K.A
The Log Skeletons Zap Ice Wizard
The Log
P.E.K.K.A Skeletons Zap Knight Executioner Ice Wizard
Ice Wizard
Knight Skeletons Zap Tombstone P.E.K.K.A 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.

Zap Knight Tombstone Executioner The Log
P.E.K.K.A Skeletons Zap Knight Tombstone Executioner The Log Ice Wizard
P.E.K.K.A Skeletons Knight Tombstone Executioner Ice Wizard
P.E.K.K.A Skeletons Knight Tombstone Ice Wizard
Tombstone P.E.K.K.A The Log
The Log Skeletons Zap Executioner Ice Wizard
Zap Tombstone Executioner Ice Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone Ice Wizard
Knight Skeletons Ice Wizard
Executioner Ice Wizard Skeletons Zap Knight Tombstone The Log
Executioner Zap Ice Wizard
Tombstone P.E.K.K.A Skeletons Zap Knight The Log Ice Wizard
Executioner Zap Tombstone P.E.K.K.A The Log
P.E.K.K.A Knight Tombstone
Zap P.E.K.K.A The Log
Skeletons Knight Tombstone Executioner P.E.K.K.A
Tombstone Zap Knight Executioner The Log Ice Wizard
Zap Executioner The Log Knight Tombstone Ice Wizard
P.E.K.K.A
Knight Executioner P.E.K.K.A The Log
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Knight Skeletons Zap Tombstone P.E.K.K.A
Zap Knight Executioner The Log
Tombstone P.E.K.K.A Skeletons Zap Knight The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Skeletons Knight Tombstone Executioner
Executioner Skeletons Zap Ice Wizard
P.E.K.K.A Skeletons Knight Tombstone Ice Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Skeletons Knight Tombstone The Log
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Knight Tombstone
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Knight Tombstone Executioner
Executioner
Tombstone Skeletons Zap Knight Executioner P.E.K.K.A The Log
Executioner Zap P.E.K.K.A The Log Ice Wizard
Zap Tombstone Ice Wizard

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.)

Knight The Log
Zap Executioner The Log Ice Wizard
The Log
Knight The Log
Executioner Zap The Log
Executioner Zap Ice Wizard
Executioner The Log
The Log Zap Executioner Ice Wizard
The Log Zap
Zap Knight The Log
Zap Executioner
Knight Executioner The Log
Zap The Log
Zap Executioner The Log
Executioner The Log
Zap Executioner The Log
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Executioner Ice Wizard
The Log Zap Executioner Ice Wizard
Zap The Log
Zap The Log
Zap Executioner Ice Wizard
Zap
Zap The Log
Zap
P.E.K.K.A
The Log
Zap Tombstone
Zap Executioner Ice Wizard
The Log
Knight Executioner
The Log Zap Executioner
Zap
Executioner P.E.K.K.A
Zap The Log
Zap Executioner
Zap Executioner The Log
P.E.K.K.A

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