My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Missing

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 Battle Ram P.E.K.K.A Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows Tornado

Punishments

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

Battle Ram Royal Ghost 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 Battle Ram P.E.K.K.A Royal Ghost 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.

Royal Ghost

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
Battle Ram
Giant Snowball
Battle Ram
Zap
Battle Ram
Barbarian Barrel
Knight Battle Ram Royal Ghost
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Knight Battle Ram P.E.K.K.A Royal Ghost
Fireball
Battle Ram
Poison
Lightning
Knight Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Royal Ghost 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 Knight Battle Ram Tornado P.E.K.K.A Royal Ghost Mega Knight

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.

Zap Arrows Knight Tornado Royal Ghost Battle Ram P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Arrows Knight Tornado

Attack Synergies 7 11

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.

Zap
Arrows Battle Ram Tornado P.E.K.K.A Knight Royal Ghost Mega Knight
Arrows
Zap P.E.K.K.A Knight Battle Ram Mega Knight
Knight
Battle Ram Zap Arrows
Battle Ram
Zap Knight Arrows Tornado P.E.K.K.A Royal Ghost
Tornado
Zap P.E.K.K.A Battle Ram Mega Knight
P.E.K.K.A
Zap Arrows Tornado Battle Ram
Royal Ghost
Zap Battle Ram Mega Knight
Mega Knight
Zap Arrows Tornado Royal Ghost

Defense Synergies 3 11

Zap
Mega Knight Arrows Knight Tornado P.E.K.K.A Royal Ghost
Arrows
Mega Knight Zap Knight Tornado P.E.K.K.A
Knight
Zap Arrows Tornado
Battle Ram
Tornado
P.E.K.K.A Zap Arrows Knight Mega Knight
P.E.K.K.A
Tornado Zap Arrows
Royal Ghost
Zap Mega Knight
Mega Knight
Zap Arrows Tornado Royal Ghost

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.

Zap Knight
P.E.K.K.A Zap Knight Mega Knight
Tornado P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Mega Knight
Arrows Tornado P.E.K.K.A Mega Knight
Arrows Tornado Zap Royal Ghost Mega Knight
Tornado Zap Arrows
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Tornado
Knight Tornado Royal Ghost Mega Knight
Zap Arrows Knight Tornado Royal Ghost Mega Knight
Arrows Zap Tornado
P.E.K.K.A Mega Knight Zap Knight
Mega Knight Zap Arrows Tornado P.E.K.K.A Royal Ghost
P.E.K.K.A Knight Mega Knight
Tornado Zap P.E.K.K.A Mega Knight
Mega Knight Arrows Knight Tornado P.E.K.K.A
Arrows Mega Knight Zap Knight Tornado Royal Ghost
Zap Arrows Tornado Knight Royal Ghost Mega Knight
P.E.K.K.A Tornado
Royal Ghost Mega Knight Arrows Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Zap P.E.K.K.A Royal Ghost
Zap Arrows Knight Royal Ghost Mega Knight
P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Mega Knight Zap Knight Tornado
P.E.K.K.A Knight Mega Knight
Arrows Zap Tornado
P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Mega Knight Knight Tornado
P.E.K.K.A
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Zap Arrows Tornado
P.E.K.K.A Mega Knight Knight
Mega Knight
Zap Knight Tornado P.E.K.K.A
Arrows Mega Knight Zap P.E.K.K.A Royal Ghost
Zap 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 Knight Royal Ghost
Arrows Zap Tornado Royal Ghost
Arrows
Arrows Knight
Zap Arrows Mega Knight
Arrows Zap Tornado
Arrows Tornado
Arrows Zap Tornado
Arrows Zap Tornado
Tornado
Zap Arrows Knight Tornado
Zap Arrows Tornado
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows Tornado
Zap Arrows Mega Knight
Zap Arrows Tornado Mega Knight
Mega Knight
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Mega Knight
Arrows Zap Tornado Royal Ghost
Zap Arrows Tornado Mega Knight
Zap Arrows Tornado
Zap Arrows Tornado
Zap
Zap Arrows Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap
Zap Arrows Tornado
Arrows
Knight Mega Knight
Arrows Zap
Zap Arrows Tornado
P.E.K.K.A Mega Knight
Zap Tornado
Zap Tornado
Zap Tornado Royal Ghost Mega Knight
P.E.K.K.A
Mega Knight

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