My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Magic Archer

Defensive buildings

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

Cannon

Investments

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

P.E.K.K.A Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball The Log

Punishments

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

Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs 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.

Royal Hogs 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
Royal Hogs Guards
Giant Snowball
Cannon Royal Hogs Guards
Zap
Cannon Royal Hogs Guards
Barbarian Barrel
Cannon Royal Hogs Guards Magic Archer
The Log
Cannon Royal Hogs Guards
Earthquake
Cannon Royal Hogs Guards
Arrows
Royal Hogs Guards
Royal Delivery
Royal Hogs Guards P.E.K.K.A Magic Archer
Fireball
Cannon Royal Hogs Magic Archer
Poison
Cannon Royal Hogs Guards Magic Archer
Lightning
Cannon Magic Archer
Rocket
Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Guards P.E.K.K.A

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.

Fireball

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.

Fireball

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.

Zap The Log Cannon Guards Fireball Magic Archer Royal Hogs P.E.K.K.A

Shortest cycle

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

10 Zap The Log Cannon Guards

Attack Synergies 3 13

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.

Zap
Fireball P.E.K.K.A Royal Hogs Guards The Log Magic Archer
Cannon
Fireball
Zap Royal Hogs The Log Magic Archer
Royal Hogs
Zap Fireball Guards The Log Magic Archer
Guards
Zap Royal Hogs The Log
P.E.K.K.A
Zap Magic Archer The Log
The Log
Zap Fireball Royal Hogs Guards P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Zap Fireball Royal Hogs The Log

Defense Synergies 5 10

Zap
Cannon Fireball Guards P.E.K.K.A The Log Magic Archer
Cannon
Zap The Log Fireball Guards Magic Archer
Fireball
Zap The Log Cannon
Royal Hogs
Guards
Zap Cannon The Log Magic Archer
P.E.K.K.A
The Log Zap
The Log
Cannon Fireball P.E.K.K.A Zap Guards Magic Archer
Magic Archer
Zap Cannon Guards 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 Cannon Fireball The Log Magic Archer
P.E.K.K.A Zap Cannon The Log
Cannon P.E.K.K.A
Cannon P.E.K.K.A Guards
Fireball P.E.K.K.A The Log
Fireball The Log Zap Cannon Guards Magic Archer
Zap Cannon Fireball Magic Archer
Zap Cannon Fireball P.E.K.K.A The Log Magic Archer
Cannon P.E.K.K.A
Guards Cannon
Guards Zap Cannon Fireball The Log Magic Archer
Zap Fireball Magic Archer
Cannon P.E.K.K.A Zap Fireball Guards The Log
Fireball Zap Cannon Guards P.E.K.K.A The Log Magic Archer
P.E.K.K.A Cannon
Zap Cannon Fireball P.E.K.K.A The Log
Cannon Fireball P.E.K.K.A
Cannon Fireball Zap Guards The Log Magic Archer
Zap The Log Cannon Fireball Guards Magic Archer
P.E.K.K.A Cannon
Cannon Fireball Guards P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Guards Zap Fireball P.E.K.K.A
Fireball Zap The Log Magic Archer
Guards P.E.K.K.A Zap The Log
Guards P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Cannon Guards
Fireball Zap Magic Archer
Guards P.E.K.K.A Fireball
P.E.K.K.A
Zap P.E.K.K.A Fireball The Log Magic Archer
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Fireball Guards The Log
P.E.K.K.A Cannon Fireball Guards
Cannon Fireball Magic Archer
Guards Zap Fireball P.E.K.K.A The Log Magic Archer
Zap Cannon Fireball P.E.K.K.A The Log Magic Archer
Zap Cannon Fireball

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.)

Fireball Magic Archer Guards The Log
Fireball Zap The Log Magic Archer
Fireball The Log Magic Archer
Fireball Guards The Log
Fireball Zap The Log Magic Archer
Fireball Zap Magic Archer
The Log Magic Archer
Fireball The Log Zap Magic Archer
Fireball The Log Zap
Fireball Guards
Zap Fireball The Log Magic Archer
Fireball Zap Magic Archer
Fireball The Log Magic Archer
Fireball Magic Archer
Zap Fireball The Log Magic Archer
Zap Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Zap Fireball The Log Magic Archer
Zap Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball Magic Archer
Fireball The Log Zap Magic Archer
Fireball Zap The Log Magic Archer
Fireball Zap The Log Magic Archer
Zap Fireball Magic Archer
Zap Fireball Guards
Fireball
Zap Fireball The Log Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball The Log Magic Archer
Zap Fireball Guards Magic Archer
Fireball Zap Magic Archer
The Log Fireball
Fireball Magic Archer
The Log Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Guards The Log Magic Archer
Zap Fireball Magic Archer
Zap Fireball The Log Magic Archer
P.E.K.K.A
Fireball

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