My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions 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 P.E.K.K.A Lumberjack Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Rage

Punishments

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

Hog Rider Lumberjack 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 Lumberjack 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.

Hog Rider Lumberjack

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 Hog Rider
Giant Snowball
Minions Hog Rider Lumberjack
Zap
Minions
Barbarian Barrel
Wizard Lumberjack
The Log
Hog Rider Lumberjack
Earthquake
Hog Rider
Arrows
Minions
Royal Delivery
Minions Hog Rider Wizard P.E.K.K.A Lumberjack
Fireball
Minions Hog Rider Wizard Lumberjack
Poison
Minions Wizard
Lightning
Wizard Lumberjack
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Rage P.E.K.K.A 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.

Minions Wizard

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.

Rage Arrows Minions Hog Rider Lumberjack Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Rage Arrows Minions Hog Rider

Attack Synergies 6 13

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
Hog Rider P.E.K.K.A Lumberjack Mega Knight
Minions
Hog Rider Rage Mega Knight P.E.K.K.A Lumberjack
Hog Rider
Arrows Minions Rage Wizard Lumberjack Mega Knight
Wizard
Hog Rider Rage P.E.K.K.A Lumberjack Mega Knight
Rage
Minions Hog Rider Wizard
P.E.K.K.A
Arrows Minions Wizard Lumberjack
Lumberjack
Arrows Minions Hog Rider Wizard P.E.K.K.A Mega Knight
Mega Knight
Minions Arrows Hog Rider Wizard Lumberjack

Defense Synergies 1 8

Arrows
Mega Knight P.E.K.K.A Lumberjack
Minions
P.E.K.K.A Lumberjack Mega Knight
Hog Rider
Wizard
P.E.K.K.A Lumberjack Mega Knight
Rage
P.E.K.K.A
Arrows Minions Wizard
Lumberjack
Arrows Minions Wizard
Mega Knight
Arrows Minions Wizard

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.

Minions Wizard
P.E.K.K.A Lumberjack Minions Mega Knight
P.E.K.K.A Lumberjack Mega Knight Minions
P.E.K.K.A Lumberjack Minions Mega Knight
Arrows P.E.K.K.A Lumberjack Mega Knight
Arrows Minions Lumberjack Mega Knight
Minions Arrows Wizard
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Minions Lumberjack
Lumberjack Mega Knight
Minions Arrows Wizard Lumberjack Mega Knight
Arrows Minions Wizard
P.E.K.K.A Lumberjack Mega Knight Minions Wizard
Wizard Mega Knight Arrows Minions P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Wizard Mega Knight Arrows Minions P.E.K.K.A Lumberjack
Arrows Mega Knight Minions Wizard Lumberjack
Arrows Wizard Minions Lumberjack Mega Knight
P.E.K.K.A Lumberjack
Wizard Mega Knight Arrows Minions P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight P.E.K.K.A
Arrows Wizard Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Minions
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Arrows Wizard Minions
P.E.K.K.A Minions Lumberjack
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Minions
P.E.K.K.A
P.E.K.K.A Mega Knight Minions Lumberjack
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Wizard Lumberjack
Wizard Mega Knight
Minions P.E.K.K.A Lumberjack
Arrows Minions Mega Knight Wizard P.E.K.K.A
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
Arrows
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Minions
Arrows Wizard
Arrows Wizard
Arrows Wizard
Minions Lumberjack
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Minions
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Minions Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Minions Wizard
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Minions
Arrows Wizard
Arrows
Wizard Lumberjack Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Minions
Mega Knight
P.E.K.K.A
Wizard Mega Knight

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