My Best Clash Royale Deck

Deck Check Rating

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

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 splash!

You don't have a card, that attacks air and has splash 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.

Tesla Electro Wizard Mother Witch Archer Queen

Defensive buildings

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

Tesla

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 Tesla P.E.K.K.A Electro Wizard Mother Witch Archer Queen

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

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 Archer Queen

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

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
Barbarian Barrel
Skeletons Knight Tesla Electro Wizard
The Log
Skeletons
Earthquake
Skeletons Tesla
Arrows
Skeletons
Royal Delivery
Skeletons Knight P.E.K.K.A Electro Wizard Mother Witch
Fireball
Tesla Electro Wizard Mother Witch
Poison
Electro Wizard Mother Witch
Lightning
Knight Tesla Electro Wizard Mother Witch Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 P.E.K.K.A Mother Witch

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 Knight Tesla Electro Wizard Mother Witch Archer Queen P.E.K.K.A

Shortest cycle

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

10 Skeletons The Log Knight Tesla

Attack Synergies 1 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
Knight
The Log Electro Wizard Mother Witch Archer Queen
Tesla
P.E.K.K.A
Electro Wizard The Log Mother Witch Archer Queen
The Log
Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight
Mother Witch
Knight P.E.K.K.A
Archer Queen
Knight P.E.K.K.A

Defense Synergies 7 12

Skeletons
Tesla Knight P.E.K.K.A The Log Electro Wizard Archer Queen
Knight
Tesla Electro Wizard Archer Queen Skeletons The Log Mother Witch
Tesla
Skeletons Knight The Log Electro Wizard Mother Witch
P.E.K.K.A
The Log Skeletons Electro Wizard
The Log
Tesla P.E.K.K.A Archer Queen Skeletons Knight Electro Wizard Mother Witch
Electro Wizard
Knight Skeletons Tesla P.E.K.K.A The Log
Mother Witch
Knight Tesla The Log
Archer Queen
Knight The Log Skeletons

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 Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Knight Tesla The Log Electro Wizard
Tesla P.E.K.K.A Skeletons Knight Electro Wizard
Tesla P.E.K.K.A Skeletons Knight Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Tesla Electro Wizard Mother Witch
Tesla Electro Wizard
Tesla P.E.K.K.A The Log Electro Wizard
Tesla P.E.K.K.A Skeletons Archer Queen
Knight Skeletons Tesla Electro Wizard
Electro Wizard Mother Witch Skeletons Knight Tesla The Log
Tesla Electro Wizard
Tesla P.E.K.K.A Skeletons Knight The Log Electro Wizard
Tesla P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Tesla Electro Wizard
Tesla P.E.K.K.A The Log Electro Wizard
Tesla Skeletons Knight P.E.K.K.A Electro Wizard
Tesla Knight The Log Electro Wizard
The Log Knight Tesla Electro Wizard Mother Witch
P.E.K.K.A Tesla Electro Wizard
Knight Tesla P.E.K.K.A The Log Electro Wizard Mother Witch

Counters to secondary win conditions

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

Knight Skeletons Tesla P.E.K.K.A Electro Wizard
Electro Wizard Knight Tesla The Log
P.E.K.K.A Skeletons Knight The Log Electro Wizard
P.E.K.K.A Knight Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Knight Tesla
Mother Witch Skeletons Tesla Electro Wizard
P.E.K.K.A Skeletons Knight Tesla Electro Wizard
P.E.K.K.A Knight Tesla
P.E.K.K.A Electro Wizard Skeletons Knight The Log
P.E.K.K.A Skeletons Tesla
P.E.K.K.A Knight Tesla
P.E.K.K.A The Log Electro Wizard Archer Queen
P.E.K.K.A Skeletons Knight Tesla
Tesla
Tesla Electro Wizard Skeletons Knight P.E.K.K.A The Log Archer Queen
Tesla P.E.K.K.A The Log Electro Wizard Mother Witch Archer Queen

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
The Log Electro Wizard
The Log
Knight The Log
The Log
Mother Witch
The Log
The Log
The Log
Electro Wizard
Knight The Log Electro Wizard
Archer Queen
Knight The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log Mother Witch
The Log
The Log
The Log
The Log Mother Witch
The Log Electro Wizard
The Log
The Log
Electro Wizard Mother Witch
Electro Wizard
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard
Electro Wizard Archer Queen
The Log
Knight Electro Wizard
The Log
Archer Queen
P.E.K.K.A Archer Queen
The Log Electro Wizard Archer Queen
Electro Wizard Archer Queen
The Log Electro Wizard Archer Queen

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