My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!
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.

Flying Machine

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.

Flying Machine Balloon P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage Tornado

Punishments

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

Balloon 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.

Flying Machine Balloon P.E.K.K.A 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.

Balloon

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
Balloon
Giant Snowball
Cannon Flying Machine Balloon
Zap
Cannon Flying Machine Balloon
Barbarian Barrel
Cannon
The Log
Cannon
Earthquake
Cannon
Arrows
Flying Machine
Royal Delivery
Flying Machine Balloon P.E.K.K.A
Fireball
Cannon Flying Machine Balloon
Poison
Cannon Flying Machine Balloon
Lightning
Cannon Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Rage Tornado P.E.K.K.A Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Cannon Tornado Flying Machine Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

10 Zap Rage Cannon Tornado

Attack Synergies 5 8

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
Tornado Balloon P.E.K.K.A Flying Machine Mega Knight
Cannon
Flying Machine
Zap Balloon P.E.K.K.A Mega Knight
Rage
Balloon
Tornado
Zap P.E.K.K.A Balloon Mega Knight
Balloon
Zap Rage Flying Machine Tornado Mega Knight
P.E.K.K.A
Zap Tornado Flying Machine
Mega Knight
Zap Flying Machine Tornado Balloon

Defense Synergies 3 7

Zap
Cannon Mega Knight Flying Machine Tornado P.E.K.K.A
Cannon
Zap Flying Machine
Flying Machine
Zap Cannon P.E.K.K.A Mega Knight
Rage
Tornado
P.E.K.K.A Zap Mega Knight
Balloon
P.E.K.K.A
Tornado Zap Flying Machine
Mega Knight
Zap Flying Machine Tornado

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 Flying Machine
P.E.K.K.A Zap Cannon Flying Machine Mega Knight
Cannon Tornado P.E.K.K.A Mega Knight
Cannon P.E.K.K.A Mega Knight
Tornado P.E.K.K.A Mega Knight
Tornado Zap Cannon Flying Machine Mega Knight
Tornado Zap Cannon Flying Machine
Zap Cannon Flying Machine P.E.K.K.A Mega Knight
Cannon P.E.K.K.A Tornado
Tornado Cannon Mega Knight
Zap Cannon Flying Machine Tornado Mega Knight
Zap Flying Machine Tornado
Cannon P.E.K.K.A Mega Knight Zap Flying Machine
Mega Knight Zap Cannon Tornado P.E.K.K.A
P.E.K.K.A Cannon Mega Knight
Tornado Zap Cannon P.E.K.K.A Mega Knight
Mega Knight Cannon Tornado P.E.K.K.A
Cannon Mega Knight Zap Flying Machine Tornado
Zap Tornado Cannon Flying Machine Mega Knight
P.E.K.K.A Cannon Tornado
Mega Knight Cannon Flying Machine P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A
Zap Flying Machine Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Zap Tornado
P.E.K.K.A Cannon Mega Knight
Zap Flying Machine Tornado
P.E.K.K.A Flying Machine
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Flying Machine Tornado
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight Flying Machine
P.E.K.K.A Mega Knight Zap Tornado
P.E.K.K.A Mega Knight Cannon
Cannon Flying Machine Mega Knight
Zap Flying Machine Tornado P.E.K.K.A
Mega Knight Zap Cannon Flying Machine P.E.K.K.A
Zap Cannon

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.)

Flying Machine
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Zap Mega Knight
Zap Flying Machine Tornado
Flying Machine Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine Mega Knight
Tornado
Zap Flying Machine Mega Knight
Zap Flying Machine Tornado Mega Knight
Mega Knight
Tornado
Tornado
Zap Flying Machine
Zap Tornado Mega Knight
Zap Flying Machine Tornado
Zap Flying Machine Tornado Mega Knight
Zap Tornado
Zap Flying Machine Tornado
Zap Flying Machine
Zap Mega Knight
Zap
P.E.K.K.A Mega Knight
Zap Flying Machine
Zap Flying Machine Tornado
Flying Machine Mega Knight
Zap Flying Machine
Zap Tornado
Flying Machine P.E.K.K.A Mega Knight
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado Mega Knight
P.E.K.K.A
Mega Knight

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