My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Ice Golem

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.

Knight Ice Golem Battle Ram P.E.K.K.A Golden Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Golden 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.

Knight Ice Golem Battle Ram P.E.K.K.A

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.

Golden 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
Battle Ram
Giant Snowball
Cannon Battle Ram
Zap
Cannon Battle Ram
Barbarian Barrel
Knight Cannon Battle Ram
The Log
Cannon Battle Ram
Earthquake
Cannon
Arrows
Royal Delivery
Knight Battle Ram P.E.K.K.A
Fireball
Cannon Battle Ram
Poison
Cannon
Lightning
Knight Cannon Ice Golem Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem The Log

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.

Arrows Knight Ice Golem Battle Ram P.E.K.K.A

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.

Ice Golem

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem The Log Arrows Knight Cannon Battle Ram Golden Knight P.E.K.K.A

Shortest cycle

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

10 Ice Golem The Log Arrows Knight

Attack Synergies 4 6

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
P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Arrows The Log
Cannon
Ice Golem
Battle Ram
Battle Ram
Knight Ice Golem The Log Arrows P.E.K.K.A Golden Knight
P.E.K.K.A
Arrows Battle Ram The Log
The Log
Battle Ram Knight P.E.K.K.A
Golden Knight
Battle Ram

Defense Synergies 4 8

Arrows
Knight Cannon Ice Golem P.E.K.K.A Golden Knight
Knight
Cannon Arrows The Log
Cannon
Knight Ice Golem The Log Arrows
Ice Golem
Cannon Arrows The Log
Battle Ram
P.E.K.K.A
The Log Arrows
The Log
Cannon P.E.K.K.A Knight Ice Golem Golden Knight
Golden Knight
Arrows 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.

Knight Cannon Ice Golem The Log Golden Knight
P.E.K.K.A Knight Cannon The Log
Cannon P.E.K.K.A Knight
Cannon P.E.K.K.A Knight
Arrows P.E.K.K.A The Log
Arrows The Log Cannon
Arrows Cannon
Arrows Cannon Ice Golem P.E.K.K.A The Log Golden Knight
Cannon P.E.K.K.A
Knight Cannon Ice Golem
Arrows Knight Cannon Ice Golem The Log
Arrows
Cannon P.E.K.K.A Knight The Log
Arrows Cannon P.E.K.K.A The Log Golden Knight
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A The Log
Arrows Knight Cannon P.E.K.K.A
Arrows Cannon Knight The Log Golden Knight
Arrows The Log Knight Cannon Ice Golem
P.E.K.K.A Cannon
Arrows Knight Cannon 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.

Knight Ice Golem P.E.K.K.A
Arrows Knight Ice Golem The Log
P.E.K.K.A Knight Ice Golem The Log Golden Knight
P.E.K.K.A Knight Ice Golem The Log
P.E.K.K.A Knight Cannon
Arrows Ice Golem
P.E.K.K.A Knight Ice Golem
P.E.K.K.A Knight
P.E.K.K.A Knight Ice Golem The Log
P.E.K.K.A Cannon
P.E.K.K.A Knight Golden Knight
P.E.K.K.A Arrows The Log
P.E.K.K.A Knight Cannon Ice Golem Golden Knight
Cannon
Knight Ice Golem P.E.K.K.A The Log Golden Knight
Arrows Cannon Ice Golem P.E.K.K.A The Log Golden Knight
Arrows 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.)

Arrows Knight Ice Golem The Log Golden Knight
Arrows The Log Golden Knight
Arrows The Log
Arrows Knight Ice Golem The Log
Arrows The Log
Arrows Ice Golem
Arrows The Log
Arrows The Log Ice Golem
Arrows The Log Golden Knight
Arrows Knight The Log Golden Knight
Arrows
Knight Ice Golem The Log Golden Knight
Arrows
Arrows Ice Golem The Log
Arrows The Log Golden Knight
Arrows The Log
Arrows
Arrows The Log
Arrows The Log Golden Knight
The Log
Arrows
The Log
Arrows The Log
Arrows Ice Golem The Log
Arrows The Log Golden Knight
Arrows The Log Golden Knight
Arrows The Log Golden Knight
Arrows Ice Golem
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Arrows
Arrows The Log
Knight
Arrows The Log Ice Golem
Arrows
P.E.K.K.A
The Log Golden Knight
The Log Golden Knight
P.E.K.K.A

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