My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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

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.

Skeletons Knight Wizard P.E.K.K.A 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.

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.

Knight Hog Rider 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.

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

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.

Knight Guards 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.

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.

Skeletons The Log Knight Guards Hog Rider Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons The Log Knight Guards

Attack Synergies 2 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.

Skeletons
Knight
Hog Rider Wizard The Log
Hog Rider
Knight The Log Wizard Guards Mega Knight
Wizard
Knight Hog Rider P.E.K.K.A Mega Knight
Guards
Hog Rider The Log
P.E.K.K.A
Wizard The Log
The Log
Hog Rider Knight Guards P.E.K.K.A Mega Knight
Mega Knight
Hog Rider Wizard The Log

Defense Synergies 1 12

Skeletons
Knight Wizard P.E.K.K.A The Log
Knight
Skeletons Wizard The Log
Hog Rider
Wizard
Skeletons Knight Guards P.E.K.K.A The Log Mega Knight
Guards
Wizard The Log
P.E.K.K.A
The Log Skeletons Wizard
The Log
P.E.K.K.A Skeletons Knight Wizard Guards Mega Knight
Mega Knight
Wizard 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 Wizard The Log
P.E.K.K.A Skeletons Knight The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight
P.E.K.K.A Skeletons Knight Guards Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Skeletons Guards Mega Knight
Wizard
P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons
Knight Guards Skeletons Mega Knight
Guards Skeletons Knight Wizard The Log Mega Knight
Wizard
P.E.K.K.A Mega Knight Skeletons Knight Wizard Guards The Log
Wizard Mega Knight Guards P.E.K.K.A The Log
P.E.K.K.A Knight Mega Knight
P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Skeletons Knight P.E.K.K.A
Mega Knight Knight Wizard Guards The Log
Wizard The Log Knight Guards Mega Knight
P.E.K.K.A
Wizard Mega Knight Knight Guards P.E.K.K.A The Log
P.E.K.K.A Guards

Counters to secondary win conditions

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

Knight Guards Mega Knight Skeletons P.E.K.K.A
Knight Wizard The Log Mega Knight
Guards P.E.K.K.A Mega Knight Skeletons Knight The Log
Guards P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Skeletons Knight Guards Mega Knight
Wizard Skeletons
Guards P.E.K.K.A Skeletons Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Skeletons Knight The Log
P.E.K.K.A Skeletons Guards
P.E.K.K.A Mega Knight Knight Guards
P.E.K.K.A Mega Knight Guards The Log
P.E.K.K.A Mega Knight Skeletons Knight Wizard Guards
Wizard Mega Knight
Guards Skeletons Knight P.E.K.K.A The Log
Mega Knight Wizard P.E.K.K.A The Log

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

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