My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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.

Wizard Witch Magic Archer Little Prince

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.

Knight Wizard Witch Prince P.E.K.K.A Magic Archer Little Prince

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.

Prince

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Prince 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.

Wizard Witch

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.

The Log Knight Little Prince Magic Archer Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

12 The Log Knight Little Prince Magic Archer

Attack Synergies 1 16

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.

Knight
Wizard Witch Prince The Log Magic Archer Little Prince
Wizard
Knight Prince P.E.K.K.A
Witch
Knight Prince P.E.K.K.A
Prince
Knight Wizard Witch The Log Magic Archer Little Prince
P.E.K.K.A
Magic Archer Wizard Witch The Log
The Log
Knight Prince P.E.K.K.A Magic Archer Little Prince
Magic Archer
P.E.K.K.A Knight Prince The Log
Little Prince
Knight Prince The Log

Defense Synergies 4 11

Knight
Magic Archer Little Prince Wizard Witch The Log
Wizard
Knight Prince P.E.K.K.A The Log
Witch
Knight Prince The Log
Prince
The Log Wizard Witch Magic Archer
P.E.K.K.A
The Log Wizard
The Log
Prince P.E.K.K.A Knight Wizard Witch Magic Archer Little Prince
Magic Archer
Knight Prince The Log
Little Prince
Knight 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 Wizard The Log Magic Archer
P.E.K.K.A Knight Witch Prince The Log
Witch Prince P.E.K.K.A Knight
Witch Prince P.E.K.K.A Knight
Prince P.E.K.K.A The Log
The Log Magic Archer
Wizard Witch Magic Archer Little Prince
P.E.K.K.A The Log Magic Archer
Witch P.E.K.K.A Prince
Knight Prince Little Prince
Witch Knight Wizard The Log Magic Archer
Wizard Witch Magic Archer
Prince P.E.K.K.A Knight Wizard Witch The Log
Wizard Witch Prince P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight Prince
Prince P.E.K.K.A The Log
Wizard Knight Witch Prince P.E.K.K.A
Knight Wizard Witch Prince The Log Magic Archer Little Prince
Wizard Witch The Log Knight Magic Archer Little Prince
P.E.K.K.A Prince
Wizard Knight Witch Prince P.E.K.K.A The Log Little Prince

Counters to secondary win conditions

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

Knight Witch Prince P.E.K.K.A
Knight Wizard Prince The Log Magic Archer
P.E.K.K.A Knight Witch Prince The Log
Prince P.E.K.K.A Knight The Log
P.E.K.K.A Knight Witch Prince
Wizard Witch Magic Archer
Prince P.E.K.K.A Knight Witch
P.E.K.K.A Knight Prince
P.E.K.K.A Knight Witch Prince The Log Magic Archer
Witch P.E.K.K.A
P.E.K.K.A Knight Witch Prince
P.E.K.K.A Prince The Log
Prince P.E.K.K.A Knight Wizard Witch
Wizard Witch Magic Archer
Witch Knight Prince P.E.K.K.A The Log Magic Archer Little Prince
Wizard Witch P.E.K.K.A The Log Magic Archer

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 Prince The Log
Wizard The Log Magic Archer
Wizard Witch Magic Archer
Wizard Witch The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Prince
Knight Wizard Prince The Log Magic Archer
Wizard Magic Archer
Knight The Log Magic Archer
Magic Archer
Prince The Log Magic Archer
Wizard Witch The Log Magic Archer
Magic Archer Wizard The Log
Wizard Prince The Log Magic Archer
Wizard Witch The Log Magic Archer Little Prince
Prince The Log Magic Archer
Wizard
Prince The Log
The Log
The Log Wizard Witch Magic Archer Little Prince
Witch
The Log Wizard Witch Magic Archer
Wizard Witch Prince The Log Magic Archer
The Log Magic Archer
Wizard Witch Magic Archer Little Prince
Wizard Witch
Wizard The Log Magic Archer
Magic Archer
P.E.K.K.A Prince
Wizard The Log Magic Archer
Witch Prince Magic Archer
Wizard Witch Magic Archer
The Log
Knight Wizard Prince Magic Archer
The Log Wizard Magic Archer
Prince P.E.K.K.A
Witch The Log Magic Archer
Witch Magic Archer
Witch Prince The Log Magic Archer Little Prince

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