My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
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.

Minions

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.

Knight P.E.K.K.A Electro Giant Mighty Miner

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Tornado The Log

Punishments

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

Electro Giant

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 P.E.K.K.A Electro Giant Mighty Miner

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.

Mighty Miner

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
Minions Mighty Miner
Giant Snowball
Minions Mighty Miner
Zap
Minions Mighty Miner
Barbarian Barrel
Knight
The Log
Earthquake
Arrows
Minions
Royal Delivery
Knight Minions P.E.K.K.A
Fireball
Minions Mighty Miner
Poison
Minions
Lightning
Knight Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Giant The Log

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 Knight Tornado P.E.K.K.A Electro Giant Mighty Miner

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.

The Log Arrows Knight Minions Tornado Mighty Miner P.E.K.K.A Electro Giant

Shortest cycle

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

11 The Log Arrows Knight Minions

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 Mighty Miner
Knight
Minions Arrows The Log
Minions
Knight P.E.K.K.A
Tornado
P.E.K.K.A Electro Giant The Log
P.E.K.K.A
Arrows Tornado Minions The Log
Electro Giant
Tornado
The Log
Knight Tornado P.E.K.K.A
Mighty Miner
Arrows

Defense Synergies 3 9

Arrows
Knight Tornado P.E.K.K.A
Knight
Minions Arrows Tornado The Log
Minions
Knight P.E.K.K.A The Log
Tornado
P.E.K.K.A Arrows Knight Electro Giant The Log
P.E.K.K.A
Tornado The Log Arrows Minions
Electro Giant
Tornado
The Log
P.E.K.K.A Knight Minions Tornado
Mighty Miner

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 Minions The Log
P.E.K.K.A Knight Minions The Log
Tornado P.E.K.K.A Knight Minions
P.E.K.K.A Knight Minions
Arrows Tornado P.E.K.K.A The Log
Arrows Tornado The Log Minions
Minions Tornado Arrows
Arrows P.E.K.K.A Electro Giant The Log
P.E.K.K.A Mighty Miner Minions Tornado
Knight Tornado
Minions Arrows Knight Tornado Electro Giant The Log
Arrows Minions Tornado
P.E.K.K.A Knight Minions The Log
Arrows Minions Tornado P.E.K.K.A The Log
P.E.K.K.A Knight
Tornado P.E.K.K.A Electro Giant The Log
Arrows Knight Minions Tornado P.E.K.K.A
Arrows Knight Minions Tornado The Log
Arrows Tornado The Log Knight Minions
P.E.K.K.A Tornado
Arrows Knight Minions P.E.K.K.A Electro Giant The Log
P.E.K.K.A Mighty Miner

Counters to secondary win conditions

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

Knight P.E.K.K.A Electro Giant
Arrows Knight The Log
P.E.K.K.A Knight Minions The Log
P.E.K.K.A Knight Tornado The Log
P.E.K.K.A Knight Mighty Miner
Arrows Electro Giant Minions Tornado
P.E.K.K.A Knight Minions
P.E.K.K.A Mighty Miner Knight
P.E.K.K.A Knight Minions Tornado The Log
P.E.K.K.A
P.E.K.K.A Knight Minions
P.E.K.K.A Arrows Tornado Electro Giant The Log
P.E.K.K.A Knight
Electro Giant
Electro Giant Knight Minions Tornado P.E.K.K.A The Log Mighty Miner
Arrows Minions P.E.K.K.A Electro Giant The Log Mighty Miner
Arrows

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 The Log
Arrows Tornado The Log
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows Electro Giant Minions Tornado
Arrows Tornado The Log
Arrows The Log Tornado
Arrows The Log Tornado
Minions Tornado
Arrows Knight Tornado The Log
Arrows Tornado
Knight The Log
Arrows Minions
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Tornado
Minions
Arrows The Log
Arrows Tornado Electro Giant The Log
Minions The Log
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Tornado Electro Giant The Log
Arrows The Log Tornado
Arrows Tornado The Log
Arrows Tornado The Log
Arrows Tornado Electro Giant
Minions Electro Giant
Arrows The Log
Arrows
P.E.K.K.A Mighty Miner
Arrows The Log
Minions
Arrows Tornado
Arrows The Log
Knight
Arrows The Log
Arrows Tornado Electro Giant
P.E.K.K.A
Electro Giant Minions Tornado The Log
Tornado
Tornado Electro Giant The Log
P.E.K.K.A

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