My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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 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.

Mega Minion

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tombstone Mega Minion P.E.K.K.A Royal Ghost Sparky

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.

Arrows The Log

Punishments

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

Royal Ghost

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 Royal Ghost

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 Ghost

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
Sparky
Giant Snowball
Tombstone Mega Minion
Zap
Tombstone Sparky
Barbarian Barrel
Knight Tombstone Royal Ghost Sparky
The Log
Tombstone Sparky
Earthquake
Tombstone
Arrows
Tombstone
Royal Delivery
Knight Mega Minion P.E.K.K.A Royal Ghost Sparky
Fireball
Tombstone Mega Minion Sparky
Poison
Tombstone Mega Minion Sparky
Lightning
Knight Tombstone Mega Minion Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Royal Ghost Sparky

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 Tombstone Mega Minion P.E.K.K.A Royal Ghost Sparky

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.

The Log Arrows Knight Tombstone Mega Minion Royal Ghost Sparky P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Tombstone

Attack Synergies 3 7

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 Sparky Knight Mega Minion
Knight
Mega Minion Arrows The Log Sparky
Tombstone
Mega Minion
Knight Arrows Sparky
P.E.K.K.A
Arrows The Log
The Log
Knight P.E.K.K.A Sparky
Royal Ghost
Sparky
Arrows Knight Mega Minion The Log

Defense Synergies 2 13

Arrows
Knight Tombstone Mega Minion P.E.K.K.A Sparky
Knight
Mega Minion Arrows The Log Sparky
Tombstone
Arrows Mega Minion Sparky
Mega Minion
Knight Arrows Tombstone The Log Sparky
P.E.K.K.A
The Log Arrows
The Log
P.E.K.K.A Knight Mega Minion Royal Ghost Sparky
Royal Ghost
The Log
Sparky
Arrows Knight Tombstone Mega Minion 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 Tombstone Mega Minion The Log Sparky
P.E.K.K.A Sparky Knight Tombstone Mega Minion The Log
P.E.K.K.A Sparky Knight Tombstone Mega Minion
P.E.K.K.A Sparky Knight Tombstone Mega Minion
Arrows Tombstone P.E.K.K.A The Log Sparky
Arrows The Log Mega Minion Royal Ghost
Mega Minion Arrows Tombstone
Arrows P.E.K.K.A The Log Sparky
P.E.K.K.A Sparky Tombstone
Knight Royal Ghost Sparky
Arrows Knight Tombstone Mega Minion The Log Royal Ghost
Arrows Mega Minion
Tombstone P.E.K.K.A Sparky Knight The Log
Sparky Arrows Tombstone Mega Minion P.E.K.K.A The Log Royal Ghost
P.E.K.K.A Sparky Knight Tombstone
P.E.K.K.A The Log Sparky
Sparky Arrows Knight Tombstone P.E.K.K.A
Arrows Tombstone Knight Mega Minion The Log Royal Ghost
Arrows The Log Knight Tombstone Mega Minion Royal Ghost
P.E.K.K.A Sparky
Royal Ghost Arrows Knight P.E.K.K.A The Log Sparky

Counters to secondary win conditions

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

Knight Tombstone P.E.K.K.A Royal Ghost Sparky
Arrows Knight Mega Minion The Log Royal Ghost
Tombstone P.E.K.K.A Knight The Log Sparky
P.E.K.K.A Knight The Log Sparky
P.E.K.K.A Knight Tombstone Sparky
Arrows
P.E.K.K.A Sparky Knight Tombstone Mega Minion
P.E.K.K.A Knight Sparky
P.E.K.K.A Knight Tombstone Mega Minion The Log Sparky
P.E.K.K.A Tombstone Mega Minion Sparky
P.E.K.K.A Knight Tombstone Mega Minion Sparky
P.E.K.K.A Arrows The Log
P.E.K.K.A Knight Tombstone Sparky
Sparky
Tombstone Sparky Knight Mega Minion P.E.K.K.A The Log
Arrows Mega Minion P.E.K.K.A The Log Royal Ghost Sparky
Arrows Tombstone

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 Royal Ghost Sparky
Arrows The Log Royal Ghost
Arrows The Log Sparky
Arrows Knight The Log Sparky
Arrows The Log Sparky
Arrows Mega Minion
Arrows The Log Sparky
Arrows The Log
Arrows The Log
Sparky
Arrows Knight The Log Sparky
Arrows
Knight The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Sparky
Sparky
Arrows Mega Minion The Log Sparky
Arrows The Log
The Log Sparky
Arrows
The Log Sparky
Arrows The Log
Arrows The Log Sparky
Mega Minion
Arrows The Log Royal Ghost Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Sparky
Mega Minion
Mega Minion Sparky
Arrows The Log Sparky
Arrows Sparky
P.E.K.K.A Sparky
Arrows The Log Sparky
Tombstone
Arrows Mega Minion
Arrows The Log
Knight Mega Minion Sparky
Arrows The Log
Arrows Sparky
Mega Minion P.E.K.K.A Sparky
The Log Sparky
The Log Royal Ghost Sparky
P.E.K.K.A Sparky
Sparky

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