My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Inferno Dragon

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.

Skeletons P.E.K.K.A Inferno Dragon 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.

Zap Tornado 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 Mega Knight

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 Minions Inferno Dragon
Giant Snowball
Skeletons Minions Inferno Dragon
Zap
Skeletons Minions Inferno Dragon
Barbarian Barrel
Skeletons
The Log
Skeletons
Earthquake
Skeletons
Arrows
Skeletons Minions
Royal Delivery
Skeletons Minions P.E.K.K.A Inferno Dragon
Fireball
Minions Inferno Dragon
Poison
Minions
Lightning
Inferno Dragon
Rocket
Inferno Dragon

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 The Log 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.

Tornado P.E.K.K.A Inferno Dragon 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.

Minions

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 Zap The Log Minions Tornado Inferno Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Zap The Log Minions

Attack Synergies 5 9

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
Zap
Tornado P.E.K.K.A Minions The Log Mega Knight
Minions
Mega Knight Zap P.E.K.K.A Inferno Dragon
Tornado
Zap P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Zap Tornado Minions The Log
The Log
Zap Tornado P.E.K.K.A Mega Knight
Inferno Dragon
Mega Knight Minions
Mega Knight
Minions Inferno Dragon Zap Tornado The Log

Defense Synergies 3 20

Skeletons
Zap Minions Tornado P.E.K.K.A The Log Inferno Dragon
Zap
Mega Knight Skeletons Minions Tornado P.E.K.K.A The Log Inferno Dragon
Minions
Skeletons Zap P.E.K.K.A The Log Mega Knight
Tornado
P.E.K.K.A Skeletons Zap The Log Inferno Dragon Mega Knight
P.E.K.K.A
Tornado The Log Skeletons Zap Minions
The Log
P.E.K.K.A Skeletons Zap Minions Tornado Inferno Dragon Mega Knight
Inferno Dragon
Skeletons Zap Tornado The Log Mega Knight
Mega Knight
Zap Minions Tornado The Log Inferno Dragon

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 Minions The Log
P.E.K.K.A Inferno Dragon Skeletons Zap Minions The Log Mega Knight
Tornado P.E.K.K.A Mega Knight Skeletons Minions Inferno Dragon
P.E.K.K.A Inferno Dragon Skeletons Minions Mega Knight
Tornado P.E.K.K.A The Log Mega Knight
Tornado The Log Skeletons Zap Minions Mega Knight
Minions Tornado Inferno Dragon Zap
Zap P.E.K.K.A The Log Mega Knight
P.E.K.K.A Inferno Dragon Skeletons Minions Tornado
Tornado Skeletons Mega Knight
Minions Skeletons Zap Tornado The Log Mega Knight
Minions Inferno Dragon Zap Tornado
P.E.K.K.A Mega Knight Skeletons Zap Minions The Log
Mega Knight Zap Minions Tornado P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Mega Knight
Tornado Zap P.E.K.K.A The Log Inferno Dragon Mega Knight
Mega Knight Skeletons Minions Tornado P.E.K.K.A
Mega Knight Zap Minions Tornado The Log
Zap Tornado The Log Minions Inferno Dragon Mega Knight
P.E.K.K.A Tornado Inferno Dragon
Mega Knight Minions P.E.K.K.A The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Zap P.E.K.K.A
Zap The Log Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Minions The Log
P.E.K.K.A Mega Knight Zap Tornado The Log
P.E.K.K.A Skeletons Inferno Dragon Mega Knight
Skeletons Zap Minions Tornado
P.E.K.K.A Skeletons Minions
P.E.K.K.A Mega Knight Inferno Dragon
Zap P.E.K.K.A Mega Knight Skeletons Minions Tornado The Log Inferno Dragon
P.E.K.K.A Skeletons Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Minions
P.E.K.K.A Mega Knight Zap Tornado The Log
P.E.K.K.A Mega Knight Skeletons
Mega Knight
Skeletons Zap Minions Tornado P.E.K.K.A The Log Inferno Dragon
Minions Mega Knight Zap P.E.K.K.A The Log Inferno Dragon

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.)

The Log
Zap Tornado The Log
The Log
The Log
Zap The Log Mega Knight
Zap Minions Tornado
Tornado The Log
The Log Zap Tornado
The Log Zap Tornado
Minions Tornado
Zap Tornado The Log
Zap Tornado
The Log
Minions
Zap The Log
Zap The Log
The Log Mega Knight
Tornado
Minions
Zap The Log Mega Knight
Zap Tornado The Log Mega Knight
Minions The Log Mega Knight
Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Mega Knight
Inferno Dragon
The Log Zap Tornado
Zap Tornado The Log Mega Knight
Zap Tornado The Log
Zap Tornado
Zap Minions
Zap The Log Mega Knight
Zap
P.E.K.K.A Mega Knight
The Log
Zap Minions
Zap Tornado
The Log
Mega Knight
The Log Zap
Zap Tornado
P.E.K.K.A Mega Knight
Zap Minions Tornado The Log
Zap Tornado
Zap Tornado The Log Mega Knight

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