My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Mediocre
Versatility
Good
F2P score
Bad

1 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 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 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.

Firecracker Archer Queen

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 Firecracker Royal Giant P.E.K.K.A Archer Queen

Offensive cards

Win conditions

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

Royal Giant

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.

Royal 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 Royal Giant Heal Spirit P.E.K.K.A Archer Queen

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.

Firecracker

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
Royal Giant
Giant Snowball
Zap
Firecracker Royal Giant
Barbarian Barrel
Knight Firecracker Heal Spirit
The Log
Firecracker Royal Giant Heal Spirit
Earthquake
Firecracker
Arrows
Firecracker Heal Spirit
Royal Delivery
Knight Firecracker Heal Spirit P.E.K.K.A
Fireball
Firecracker
Poison
Firecracker
Lightning
Knight Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Knight Heal Spirit Rage P.E.K.K.A

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.

Royal Giant

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.

Heal Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage The Log Knight Firecracker Archer Queen Royal Giant P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Rage The Log Knight

Attack Synergies 3 8

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.

Knight
Firecracker Heal Spirit The Log Archer Queen
Firecracker
Knight Royal Giant P.E.K.K.A
Royal Giant
Firecracker Heal Spirit The Log
Heal Spirit
Royal Giant Knight P.E.K.K.A
Rage
P.E.K.K.A
Firecracker Heal Spirit The Log Archer Queen
The Log
Knight Royal Giant P.E.K.K.A
Archer Queen
Knight P.E.K.K.A

Defense Synergies 5 2

Knight
Firecracker Archer Queen The Log
Firecracker
Knight The Log P.E.K.K.A
Royal Giant
Heal Spirit
Rage
P.E.K.K.A
The Log Firecracker
The Log
Firecracker P.E.K.K.A Archer Queen Knight
Archer Queen
Knight 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 Firecracker The Log
P.E.K.K.A Knight Firecracker The Log
P.E.K.K.A Knight
P.E.K.K.A Knight Firecracker
Firecracker P.E.K.K.A The Log
The Log Firecracker
Firecracker
P.E.K.K.A The Log
P.E.K.K.A Archer Queen
Knight Firecracker
Knight Firecracker The Log
Firecracker
P.E.K.K.A Knight The Log
Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight
P.E.K.K.A The Log
Knight Firecracker P.E.K.K.A
Knight Firecracker The Log
The Log Knight Firecracker
P.E.K.K.A
Knight Firecracker 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 P.E.K.K.A
Knight Firecracker The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Knight
Firecracker
P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Knight Firecracker The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A The Log Archer Queen
P.E.K.K.A Knight
Firecracker
Knight Firecracker P.E.K.K.A The Log Archer Queen
Firecracker P.E.K.K.A The Log Archer Queen

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.)

Knight Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Firecracker Knight The Log
Firecracker Archer Queen
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker
Firecracker
The Log
Firecracker
P.E.K.K.A
Firecracker The Log
Firecracker Archer Queen
The Log
Knight Firecracker
The Log Firecracker
Archer Queen
Firecracker P.E.K.K.A Archer Queen
Firecracker The Log Archer Queen
Firecracker Archer Queen
Firecracker The Log Archer Queen
P.E.K.K.A
Firecracker

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