My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Mini P.E.K.K.A Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini 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.

Mini P.E.K.K.A Goblin Barrel

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
Goblin Barrel Guards
Giant Snowball
Goblin Barrel Guards
Zap
Goblin Barrel Guards
Barbarian Barrel
Wizard Goblin Barrel Guards
The Log
Mini P.E.K.K.A Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Goblin Barrel Guards
Royal Delivery
Mini P.E.K.K.A Wizard Goblin Barrel Guards
Fireball
Wizard Goblin Barrel
Poison
Wizard Guards
Lightning
Mini P.E.K.K.A Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Mini P.E.K.K.A Guards Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Goblin Barrel

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.

Fireball Wizard Goblin Barrel

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 Goblin Barrel Guards Fireball Mini P.E.K.K.A Wizard Goblinstein Mega Knight

Shortest cycle

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

12 The Log Goblin Barrel Guards Fireball

Attack Synergies 0 10

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.

Fireball
The Log Mega Knight
Mini P.E.K.K.A
Wizard The Log Mega Knight
Wizard
Mini P.E.K.K.A Mega Knight
Goblin Barrel
Guards Mega Knight
Guards
Goblin Barrel The Log
The Log
Fireball Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Fireball Mini P.E.K.K.A Wizard Goblin Barrel The Log
Goblinstein

Defense Synergies 2 9

Fireball
The Log Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
The Log Fireball Wizard Guards
Wizard
Mini P.E.K.K.A Guards The Log Mega Knight
Goblin Barrel
Guards
Mini P.E.K.K.A Wizard The Log
The Log
Fireball Mini P.E.K.K.A Wizard Guards Mega Knight
Mega Knight
Fireball Wizard The Log
Goblinstein

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.

Fireball Wizard The Log
Mini P.E.K.K.A The Log Mega Knight
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Guards Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Fireball The Log Guards Mega Knight
Fireball Wizard
Fireball The Log Mega Knight
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Mega Knight
Guards Fireball Wizard The Log Mega Knight
Fireball Wizard
Mini P.E.K.K.A Mega Knight Fireball Wizard Guards The Log
Fireball Wizard Mega Knight Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Fireball Mini P.E.K.K.A
Fireball Mega Knight Wizard Guards The Log
Wizard The Log Fireball Guards Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Fireball Mini P.E.K.K.A Guards The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Fireball
Fireball Mini P.E.K.K.A Wizard The Log Mega Knight
Guards Mega Knight Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards Mega Knight Fireball The Log
Mini P.E.K.K.A Guards Mega Knight
Fireball Wizard
Mini P.E.K.K.A Guards Fireball
Mini P.E.K.K.A Mega Knight
Mega Knight Fireball Mini P.E.K.K.A The Log
Guards
Mega Knight Mini P.E.K.K.A Guards
Mega Knight Fireball Guards The Log
Mini P.E.K.K.A Mega Knight Fireball Wizard Guards
Wizard Fireball Mega Knight
Guards Fireball Mini P.E.K.K.A The Log
Mega Knight Fireball Mini P.E.K.K.A Wizard The Log
Fireball

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.)

Fireball Guards The Log
Fireball The Log
Fireball The Log
Fireball Guards The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball Mini P.E.K.K.A Guards
Fireball Wizard The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard The Log Mega Knight
Fireball Wizard The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Mega Knight
Fireball The Log Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Fireball Wizard
Fireball Wizard Guards
Fireball Mini P.E.K.K.A
Fireball Wizard The Log Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Fireball Guards
Fireball Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Fireball Guards The Log
Fireball
Fireball The Log Mega Knight
Fireball Wizard Mega Knight

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