My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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.

Inferno Tower Electro Wizard Magic Archer

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons P.E.K.K.A Electro Wizard Magic Archer Mega Knight

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.

Arrows The Log

Punishments

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

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.

P.E.K.K.A Magic Archer Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Magic Archer Mega Knight

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.

Arrows Inferno Tower P.E.K.K.A Mega Knight

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.

Electro 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 Arrows Electro Wizard Magic Archer Inferno Tower P.E.K.K.A Mega Knight

Shortest cycle

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

10 Skeletons The Log Arrows Electro Wizard

Attack Synergies 3 7

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
Arrows
P.E.K.K.A Mega Knight
Inferno Tower
P.E.K.K.A
Arrows Electro Wizard Magic Archer The Log
The Log
P.E.K.K.A Magic Archer Mega Knight
Electro Wizard
P.E.K.K.A Magic Archer Mega Knight
Magic Archer
P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight
Arrows The Log Electro Wizard Magic Archer

Defense Synergies 4 15

Skeletons
Inferno Tower P.E.K.K.A The Log Electro Wizard Magic Archer
Arrows
Mega Knight Inferno Tower P.E.K.K.A
Inferno Tower
The Log Electro Wizard Skeletons Arrows Mega Knight
P.E.K.K.A
The Log Skeletons Arrows Electro Wizard
The Log
Inferno Tower P.E.K.K.A Skeletons Electro Wizard Magic Archer Mega Knight
Electro Wizard
Inferno Tower Skeletons P.E.K.K.A The Log Magic Archer Mega Knight
Magic Archer
Skeletons The Log Electro Wizard Mega Knight
Mega Knight
Arrows Inferno Tower The Log Electro Wizard Magic Archer

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.

Inferno Tower The Log Electro Wizard Magic Archer
Inferno Tower P.E.K.K.A Skeletons The Log Electro Wizard Mega Knight
Inferno Tower P.E.K.K.A Mega Knight Skeletons Electro Wizard
Inferno Tower P.E.K.K.A Skeletons Electro Wizard Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Skeletons Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard Arrows Magic Archer
Arrows Inferno Tower P.E.K.K.A The Log Electro Wizard Magic Archer Mega Knight
Inferno Tower P.E.K.K.A Skeletons
Skeletons Inferno Tower Electro Wizard Mega Knight
Electro Wizard Skeletons Arrows The Log Magic Archer Mega Knight
Arrows Inferno Tower Electro Wizard Magic Archer
Inferno Tower P.E.K.K.A Mega Knight Skeletons The Log Electro Wizard
Mega Knight Arrows P.E.K.K.A The Log Electro Wizard Magic Archer
Inferno Tower P.E.K.K.A Electro Wizard Mega Knight
Inferno Tower P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Skeletons Arrows Inferno Tower P.E.K.K.A Electro Wizard
Arrows Mega Knight The Log Electro Wizard Magic Archer
Arrows The Log Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Inferno Tower Electro Wizard
Mega Knight Arrows P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Arrows The Log Magic Archer Mega Knight
P.E.K.K.A Mega Knight Skeletons Inferno Tower The Log Electro Wizard
P.E.K.K.A Mega Knight Inferno Tower The Log Electro Wizard
Inferno Tower P.E.K.K.A Skeletons Mega Knight
Arrows Skeletons Electro Wizard Magic Archer
P.E.K.K.A Skeletons Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Skeletons Inferno Tower The Log Magic Archer
Inferno Tower P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Inferno Tower
P.E.K.K.A Mega Knight Arrows The Log Electro Wizard
P.E.K.K.A Mega Knight Skeletons Inferno Tower
Magic Archer Mega Knight
Inferno Tower Electro Wizard Skeletons P.E.K.K.A The Log Magic Archer
Arrows Mega Knight Inferno Tower P.E.K.K.A The Log Electro Wizard 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 Arrows The Log
Arrows The Log Electro Wizard Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Arrows The Log Magic Archer Mega Knight
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Electro Wizard
Arrows The Log Electro Wizard Magic Archer
Arrows Magic Archer
The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Magic Archer Arrows The Log Mega Knight
Arrows
Arrows The Log Electro Wizard Magic Archer Mega Knight
Arrows The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Magic Archer Mega Knight
Arrows The Log Electro Wizard Magic Archer
Arrows The Log Magic Archer Mega Knight
Arrows The Log Magic Archer
Arrows Electro Wizard Magic Archer
Electro Wizard
Arrows The Log Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Arrows The Log Magic Archer
Electro Wizard Magic Archer
Arrows Electro Wizard Magic Archer
Arrows The Log
Electro Wizard Magic Archer Mega Knight
Arrows The Log Magic Archer
Arrows
P.E.K.K.A Mega Knight
The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: