My Best Clash Royale Deck

Deck Check Rating

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

Executioner Electro Wizard

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.

Executioner P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Hog Rider 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.

Hog Rider 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.

Hog Rider Electro Wizard

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
Hog Rider Clone
Giant Snowball
Hog Rider Clone
Zap
Clone
Barbarian Barrel
Clone Executioner Electro Wizard
The Log
Hog Rider Clone
Earthquake
Hog Rider Clone
Arrows
Clone
Royal Delivery
Hog Rider Clone Executioner P.E.K.K.A Electro Wizard
Fireball
Hog Rider Clone Executioner Electro Wizard
Poison
Clone Executioner Electro Wizard
Lightning
Executioner Electro Wizard
Rocket
Hog Rider Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner 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.

Arrows Clone Executioner 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.

Electro 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 Arrows Clone Hog Rider Electro Wizard Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Arrows Clone Hog Rider

Attack Synergies 4 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.

Arrows
Hog Rider P.E.K.K.A Mega Knight
Hog Rider
Arrows The Log Executioner Electro Wizard Mega Knight
Clone
Electro Wizard
Executioner
Hog Rider P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Arrows Electro Wizard Executioner The Log
The Log
Hog Rider Executioner P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Hog Rider Clone Mega Knight
Mega Knight
Arrows Hog Rider Executioner The Log Electro Wizard

Defense Synergies 2 7

Arrows
Mega Knight P.E.K.K.A
Hog Rider
Clone
Executioner
The Log Mega Knight
P.E.K.K.A
The Log Arrows Electro Wizard
The Log
P.E.K.K.A Executioner Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A The Log Mega Knight
Mega Knight
Arrows Executioner The Log Electro Wizard

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.

Executioner The Log Electro Wizard
P.E.K.K.A Executioner The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Executioner Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Executioner Electro Wizard Mega Knight
Electro Wizard Arrows Executioner
Arrows P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Mega Knight
Executioner Electro Wizard Arrows The Log Mega Knight
Arrows Executioner Electro Wizard
P.E.K.K.A Mega Knight The Log Electro Wizard
Executioner Mega Knight Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Arrows Executioner P.E.K.K.A Electro Wizard
Arrows Mega Knight Executioner The Log Electro Wizard
Arrows Executioner The Log Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Executioner P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Arrows Executioner The Log Mega Knight
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Executioner Mega Knight
Arrows Executioner Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight The Log
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows The Log Electro Wizard
P.E.K.K.A Mega Knight Executioner
Executioner Mega Knight
Electro Wizard Executioner P.E.K.K.A The Log
Arrows Executioner Mega Knight P.E.K.K.A The Log Electro Wizard
Arrows Electro Wizard

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.)

Arrows The Log
Arrows Executioner The Log Electro Wizard
Arrows The Log
Arrows The Log
Executioner Arrows The Log Mega Knight
Arrows Executioner
Arrows Executioner The Log
Arrows The Log Executioner
Arrows The Log
Electro Wizard
Arrows The Log Electro Wizard
Arrows Executioner
Executioner The Log
Arrows
Arrows The Log
Arrows Executioner The Log
Arrows Executioner The Log Mega Knight
Arrows
Arrows Executioner The Log Electro Wizard Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Executioner Mega Knight
Arrows The Log Executioner Electro Wizard
Arrows The Log Mega Knight
Arrows The Log
Arrows Executioner Electro Wizard
Electro Wizard
Arrows The Log Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows The Log
Electro Wizard
Arrows Executioner Electro Wizard
Arrows The Log
Executioner Electro Wizard Mega Knight
Arrows The Log Executioner
Arrows
Executioner P.E.K.K.A Mega Knight
The Log Electro Wizard
Executioner Electro Wizard
Executioner The Log Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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