My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 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 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem

Defensive buildings

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

Cannon

Investments

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

Skeletons Ice Golem P.E.K.K.A Bandit Mega Knight Goblinstein

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.

The Log

Punishments

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

Bandit 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.

Ice Golem P.E.K.K.A Bandit 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.

Bandit

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
Skeletons Bandit
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon Bandit
Barbarian Barrel
Skeletons Cannon Bandit
The Log
Skeletons Cannon Bandit
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons P.E.K.K.A Bandit
Fireball
Cannon Bandit
Poison
Cannon
Lightning
Cannon Ice Golem Bandit Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem The Log Mega Knight

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.

Ice Golem 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.

Ice Golem

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.

Skeletons Ice Golem The Log Cannon Bandit Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Ice Golem The Log Cannon

Attack Synergies 0 4

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.

Skeletons
Cannon
Ice Golem
P.E.K.K.A
The Log
The Log
P.E.K.K.A Bandit Mega Knight
Bandit
The Log Mega Knight
Mega Knight
The Log Bandit
Goblinstein

Defense Synergies 4 11

Skeletons
Cannon Ice Golem P.E.K.K.A The Log Bandit
Cannon
Skeletons Ice Golem The Log Bandit
Ice Golem
Cannon Skeletons The Log Bandit Mega Knight
P.E.K.K.A
The Log Skeletons
The Log
Cannon P.E.K.K.A Skeletons Ice Golem Bandit Mega Knight
Bandit
Skeletons Cannon Ice Golem The Log Mega Knight
Mega Knight
Ice Golem The Log Bandit
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.

Cannon Ice Golem The Log
P.E.K.K.A Skeletons Cannon The Log Bandit Mega Knight
Cannon P.E.K.K.A Mega Knight Skeletons Bandit
Cannon P.E.K.K.A Skeletons Bandit Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Skeletons Cannon Bandit Mega Knight
Cannon
Cannon Ice Golem P.E.K.K.A The Log Bandit Mega Knight
Cannon P.E.K.K.A Skeletons
Skeletons Cannon Ice Golem Bandit Mega Knight
Skeletons Cannon Ice Golem The Log Bandit Mega Knight
Cannon P.E.K.K.A Mega Knight Skeletons The Log Bandit
Mega Knight Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon Bandit Mega Knight
Cannon P.E.K.K.A The Log Bandit Mega Knight
Mega Knight Skeletons Cannon P.E.K.K.A
Cannon Mega Knight The Log Bandit
The Log Cannon Ice Golem Bandit Mega Knight
P.E.K.K.A Cannon
Mega Knight Cannon P.E.K.K.A The Log Bandit

Counters to secondary win conditions

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

Mega Knight Skeletons Ice Golem P.E.K.K.A Bandit
Bandit Ice Golem The Log Mega Knight
P.E.K.K.A Bandit Mega Knight Skeletons Ice Golem The Log
P.E.K.K.A Mega Knight Ice Golem The Log Bandit
P.E.K.K.A Skeletons Cannon Bandit Mega Knight
Skeletons Ice Golem
P.E.K.K.A Skeletons Ice Golem Bandit
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Ice Golem The Log Bandit
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Skeletons Cannon Ice Golem Bandit
Cannon Mega Knight
Skeletons Ice Golem P.E.K.K.A The Log
Mega Knight Cannon Ice Golem P.E.K.K.A The Log
Cannon

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.)

Ice Golem The Log Bandit
The Log Bandit
The Log Bandit
Ice Golem The Log
The Log Mega Knight
Ice Golem
The Log
The Log Ice Golem
The Log Bandit
The Log Bandit
Ice Golem The Log Bandit
Bandit
Ice Golem The Log
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
Ice Golem The Log Mega Knight
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit
Ice Golem
The Log Bandit Mega Knight
P.E.K.K.A Mega Knight
The Log
Bandit
The Log
Mega Knight
The Log Ice Golem
P.E.K.K.A Mega Knight
The Log
The Log Bandit Mega Knight
P.E.K.K.A
Mega Knight

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