My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard 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.

Tesla Wizard Prince P.E.K.K.A Mega Knight 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.

Fireball The Log

Punishments

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

Prince Mega Knight

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.

Prince P.E.K.K.A Mega Knight Archer Queen

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
Prince
Giant Snowball
Zap
Prince
Barbarian Barrel
Tesla Wizard
The Log
Prince
Earthquake
Tesla
Arrows
Royal Delivery
Wizard Prince P.E.K.K.A
Fireball
Tesla Wizard
Poison
Wizard
Lightning
Tesla Wizard Prince Archer Queen
Rocket
Wizard Prince Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Prince P.E.K.K.A Mega Knight

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 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.

The Log Tesla Fireball Wizard Prince Archer Queen P.E.K.K.A Mega Knight

Shortest cycle

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

15 The Log Tesla Fireball Wizard

Attack Synergies 1 11

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.

Tesla
Fireball
The Log Mega Knight Archer Queen
Wizard
Prince P.E.K.K.A Mega Knight
Prince
Mega Knight Wizard The Log
P.E.K.K.A
Wizard The Log Archer Queen
The Log
Fireball Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Fireball Wizard The Log Archer Queen
Archer Queen
Fireball P.E.K.K.A Mega Knight

Defense Synergies 5 9

Tesla
The Log Fireball Wizard Prince
Fireball
The Log Tesla Mega Knight
Wizard
Tesla Prince P.E.K.K.A The Log Mega Knight
Prince
The Log Tesla Wizard
P.E.K.K.A
The Log Wizard
The Log
Tesla Fireball Prince P.E.K.K.A Archer Queen Wizard Mega Knight
Mega Knight
Fireball Wizard The Log
Archer Queen
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.

Tesla Fireball Wizard The Log
P.E.K.K.A Tesla Prince The Log Mega Knight
Tesla Prince P.E.K.K.A Mega Knight
Tesla Prince P.E.K.K.A Mega Knight
Fireball Prince P.E.K.K.A The Log Mega Knight
Fireball The Log Tesla Mega Knight
Tesla Fireball Wizard
Tesla Fireball P.E.K.K.A The Log Mega Knight
Tesla P.E.K.K.A Prince Archer Queen
Tesla Prince Mega Knight
Tesla Fireball Wizard The Log Mega Knight
Tesla Fireball Wizard
Tesla Prince P.E.K.K.A Mega Knight Fireball Wizard The Log
Fireball Wizard Mega Knight Tesla Prince P.E.K.K.A The Log
P.E.K.K.A Tesla Prince Mega Knight
Tesla Fireball Prince P.E.K.K.A The Log Mega Knight
Tesla Wizard Mega Knight Fireball Prince P.E.K.K.A
Tesla Fireball Mega Knight Wizard Prince The Log
Wizard The Log Tesla Fireball Mega Knight
P.E.K.K.A Tesla Prince
Wizard Mega Knight Tesla Fireball Prince 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 Tesla Fireball Prince P.E.K.K.A
Fireball Tesla Wizard Prince The Log Mega Knight
P.E.K.K.A Mega Knight Prince The Log
Prince P.E.K.K.A Mega Knight Tesla Fireball The Log
P.E.K.K.A Tesla Prince Mega Knight
Fireball Wizard Tesla
Prince P.E.K.K.A Tesla Fireball
P.E.K.K.A Mega Knight Tesla Prince
P.E.K.K.A Mega Knight Fireball Prince The Log
P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla Prince
P.E.K.K.A Mega Knight Fireball Prince The Log Archer Queen
Prince P.E.K.K.A Mega Knight Tesla Fireball Wizard
Wizard Tesla Fireball Mega Knight
Tesla Fireball Prince P.E.K.K.A The Log Archer Queen
Mega Knight Tesla Fireball Wizard P.E.K.K.A The Log Archer Queen
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 The Log
Fireball The Log
Fireball The Log
Fireball Prince The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball Prince
Fireball Wizard Prince The Log
Fireball Wizard Archer Queen
Fireball The Log
Fireball
Fireball Prince The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Fireball Wizard Prince The Log Mega Knight
Fireball Wizard The Log Mega Knight
Fireball Prince The Log Mega Knight
Fireball Wizard
Prince The Log
Fireball The Log
The Log Fireball Wizard Mega Knight
Fireball The Log Wizard
Fireball Wizard Prince The Log Mega Knight
Fireball The Log
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard The Log Mega Knight
Fireball
P.E.K.K.A Prince Mega Knight
Fireball Wizard The Log
Fireball Prince
Fireball Wizard Archer Queen
The Log Fireball
Fireball Wizard Prince Mega Knight
The Log Fireball Wizard
Fireball Archer Queen
Prince P.E.K.K.A Mega Knight Archer Queen
Fireball The Log Archer Queen
Fireball Archer Queen
Fireball Prince The Log Mega Knight Archer Queen
Prince P.E.K.K.A
Fireball Wizard Mega Knight

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