My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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 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.

Archers

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.

Archers P.E.K.K.A Bandit Mega Knight

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.

Freeze The Log

Punishments

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

Royal Hogs Bandit 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.

Heal Spirit Royal Hogs P.E.K.K.A Bandit 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.

Royal Hogs Bandit

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
Archers Royal Hogs Bandit
Giant Snowball
Archers Royal Hogs
Zap
Archers Royal Hogs Bandit
Barbarian Barrel
Archers Heal Spirit Royal Hogs Bandit
The Log
Archers Heal Spirit Royal Hogs Bandit
Earthquake
Archers Royal Hogs
Arrows
Archers Heal Spirit Royal Hogs
Royal Delivery
Archers Heal Spirit Royal Hogs P.E.K.K.A Bandit
Fireball
Archers Royal Hogs Bandit
Poison
Archers Royal Hogs
Lightning
Bandit
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Freeze The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Heal Spirit Freeze P.E.K.K.A 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.

Heal Spirit

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.

Heal Spirit The Log Archers Bandit Freeze Royal Hogs P.E.K.K.A Mega Knight

Shortest cycle

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

9 Heal Spirit The Log Archers Bandit

Attack Synergies 1 15

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.

Archers
Heal Spirit Royal Hogs P.E.K.K.A Bandit Mega Knight
Heal Spirit
Royal Hogs Archers P.E.K.K.A Bandit Mega Knight
Royal Hogs
Heal Spirit Archers The Log Bandit Mega Knight
Freeze
P.E.K.K.A
Archers Heal Spirit The Log
The Log
Royal Hogs P.E.K.K.A Bandit Mega Knight
Bandit
Archers Heal Spirit Royal Hogs The Log Mega Knight
Mega Knight
Archers Heal Spirit Royal Hogs The Log Bandit

Defense Synergies 1 8

Archers
P.E.K.K.A The Log Bandit Mega Knight
Heal Spirit
Royal Hogs
Freeze
Mega Knight
P.E.K.K.A
The Log Archers
The Log
P.E.K.K.A Archers Bandit Mega Knight
Bandit
Archers The Log Mega Knight
Mega Knight
Archers Freeze The Log Bandit

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.

The Log
P.E.K.K.A The Log Bandit Mega Knight
P.E.K.K.A Mega Knight Archers Freeze Bandit
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A The Log Mega Knight
Freeze The Log Archers Bandit Mega Knight
Archers Freeze
P.E.K.K.A The Log Bandit Mega Knight
P.E.K.K.A
Archers Bandit Mega Knight
Archers Freeze The Log Bandit Mega Knight
Archers
P.E.K.K.A Mega Knight Freeze The Log Bandit
Mega Knight Freeze P.E.K.K.A The Log
P.E.K.K.A Bandit Mega Knight
Freeze P.E.K.K.A The Log Bandit Mega Knight
Mega Knight P.E.K.K.A
Mega Knight Archers The Log Bandit
Freeze The Log Archers Bandit Mega Knight
P.E.K.K.A
Mega Knight Archers P.E.K.K.A The Log Bandit
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 Archers P.E.K.K.A Bandit
Bandit Archers The Log Mega Knight
P.E.K.K.A Bandit Mega Knight The Log
P.E.K.K.A Mega Knight The Log Bandit
P.E.K.K.A Bandit Mega Knight
Archers Freeze
P.E.K.K.A Archers Bandit
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight The Log Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Bandit
Archers Mega Knight
Archers Freeze P.E.K.K.A The Log
Mega Knight Archers Freeze P.E.K.K.A The Log

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.)

Freeze The Log Bandit
The Log Bandit
The Log Bandit
Freeze The Log
The Log Mega Knight
Freeze
Archers The Log
The Log Freeze
The Log Bandit
The Log Bandit
Archers
The Log Bandit
Freeze Bandit
The Log
The Log Bandit
The Log Bandit Mega Knight
Freeze
Archers The Log Bandit Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
Freeze The Log Mega Knight
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit
Archers
Freeze
The Log Bandit Mega Knight
Freeze
P.E.K.K.A Mega Knight
The Log
Archers Freeze Bandit
Archers
Freeze
The Log
Mega Knight
The Log
P.E.K.K.A Mega Knight
Freeze The Log
Freeze The Log Bandit Mega Knight
P.E.K.K.A
Mega Knight

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