My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Inferno Dragon

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 P.E.K.K.A Inferno Dragon Mega Knight Lava Hound

Offensive cards

Win conditions

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

Hog Rider Lava Hound

Damage spells

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

Rage 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 Lava Hound

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

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 Inferno Dragon Lava Hound
Giant Snowball
Hog Rider Inferno Dragon Lava Hound
Zap
Inferno Dragon Lava Hound
Barbarian Barrel
Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Lava Hound
Royal Delivery
Hog Rider Wizard P.E.K.K.A Inferno Dragon Lava Hound
Fireball
Hog Rider Wizard Inferno Dragon Lava Hound
Poison
Wizard Lava Hound
Lightning
Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage P.E.K.K.A Inferno Dragon 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.

Wizard Lava Hound

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.

Rage The Log Hog Rider Inferno Dragon Wizard P.E.K.K.A Mega Knight Lava Hound

Shortest cycle

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

12 Rage The Log Hog Rider Inferno Dragon

Attack Synergies 4 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.

Hog Rider
Rage The Log Wizard Mega Knight
Wizard
Hog Rider Rage P.E.K.K.A Mega Knight
Rage
Hog Rider Wizard
P.E.K.K.A
Wizard The Log
The Log
Hog Rider P.E.K.K.A Mega Knight
Inferno Dragon
Mega Knight Lava Hound
Mega Knight
Inferno Dragon Hog Rider Wizard The Log
Lava Hound
Inferno Dragon

Defense Synergies 1 6

Hog Rider
Wizard
P.E.K.K.A The Log Mega Knight
Rage
P.E.K.K.A
The Log Wizard
The Log
P.E.K.K.A Wizard Inferno Dragon Mega Knight
Inferno Dragon
The Log Mega Knight
Mega Knight
Wizard The Log Inferno Dragon
Lava Hound

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.

Wizard The Log
P.E.K.K.A Inferno Dragon The Log Mega Knight
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Mega Knight
Inferno Dragon Wizard
P.E.K.K.A The Log Mega Knight
P.E.K.K.A Inferno Dragon
Mega Knight
Wizard The Log Mega Knight
Inferno Dragon Wizard
P.E.K.K.A Mega Knight Wizard The Log
Wizard Mega Knight P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A The Log Inferno Dragon Mega Knight
Wizard Mega Knight P.E.K.K.A
Mega Knight Wizard The Log
Wizard The Log Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Mega Knight 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.

Mega Knight P.E.K.K.A
Wizard The Log Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Inferno Dragon Mega Knight
Wizard
P.E.K.K.A
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Mega Knight The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight
P.E.K.K.A The Log Inferno Dragon
Mega Knight Wizard P.E.K.K.A The Log Inferno Dragon

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.)

The Log
The Log
The Log
The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
Inferno Dragon
The Log Wizard
Wizard The Log Mega Knight
The Log
Wizard
Wizard
Wizard The Log Mega Knight
P.E.K.K.A Mega Knight
Wizard The Log
Wizard
The Log
Wizard Mega Knight
The Log Wizard
P.E.K.K.A Mega Knight
The Log
The Log Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Mega Knight

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