My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Royal Recruits Rune Giant P.E.K.K.A Golden Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Zap Arrows The Log

Punishments

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

Royal Recruits Golden 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.

Royal Recruits Rune Giant P.E.K.K.A

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.

Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log

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 Royal Recruits Rune Giant P.E.K.K.A

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.

Zap Berserker The Log Arrows Rune Giant Golden Knight Royal Recruits P.E.K.K.A

Shortest cycle

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

9 Zap Berserker The Log Arrows

Attack Synergies 4 3

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 P.E.K.K.A Royal Recruits The Log
Berserker
Rune Giant
Arrows
Zap P.E.K.K.A
Royal Recruits
Zap
Rune Giant
Berserker
P.E.K.K.A
Zap Arrows The Log
The Log
Zap P.E.K.K.A
Golden Knight

Defense Synergies 1 8

Zap
Arrows P.E.K.K.A The Log Golden Knight
Berserker
Arrows
Zap P.E.K.K.A Golden Knight
Royal Recruits
The Log
Rune Giant
P.E.K.K.A
The Log Zap Arrows
The Log
P.E.K.K.A Zap Royal Recruits Golden Knight
Golden Knight
Zap Arrows 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.

Zap Royal Recruits The Log Golden Knight
P.E.K.K.A Zap Royal Recruits The Log
P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A
Arrows Royal Recruits P.E.K.K.A The Log
Arrows The Log Zap
Zap Arrows
Zap Arrows Royal Recruits P.E.K.K.A The Log Golden Knight
P.E.K.K.A Royal Recruits
Royal Recruits
Berserker Zap Arrows Royal Recruits The Log
Arrows Zap
Royal Recruits P.E.K.K.A Zap The Log
Zap Arrows Royal Recruits P.E.K.K.A The Log Golden Knight
Royal Recruits P.E.K.K.A
Zap Royal Recruits P.E.K.K.A The Log
Arrows Royal Recruits P.E.K.K.A
Arrows Zap Royal Recruits The Log Golden Knight
Zap Arrows The Log Royal Recruits
P.E.K.K.A Royal Recruits
Royal Recruits Arrows P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Zap P.E.K.K.A
Zap Arrows The Log
Royal Recruits P.E.K.K.A Zap The Log Golden Knight
Royal Recruits P.E.K.K.A Zap The Log
Royal Recruits P.E.K.K.A
Arrows Zap
Royal Recruits P.E.K.K.A
P.E.K.K.A Royal Recruits
Zap Royal Recruits P.E.K.K.A The Log
Royal Recruits P.E.K.K.A
P.E.K.K.A Royal Recruits Golden Knight
Royal Recruits P.E.K.K.A Zap Arrows The Log
Royal Recruits P.E.K.K.A Golden Knight
Royal Recruits
Royal Recruits Zap P.E.K.K.A The Log Golden Knight
Arrows Zap Royal Recruits P.E.K.K.A The Log Golden Knight
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 Royal Recruits The Log Golden Knight
Arrows Zap The Log Golden Knight
Arrows The Log
Arrows Royal Recruits The Log
Zap Arrows The Log
Arrows Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap Golden Knight
Zap Arrows Royal Recruits The Log Golden Knight
Zap Arrows
The Log Golden Knight
Arrows
Zap Arrows The Log
Zap Arrows The Log Golden Knight
Arrows Royal Recruits The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log Golden Knight
The Log
Arrows
The Log
Zap Arrows Royal Recruits The Log
Zap Arrows The Log
Arrows The Log Zap Golden Knight
Zap Arrows The Log Golden Knight
Zap Arrows The Log Golden Knight
Zap Arrows
Zap
Zap Arrows The Log
Zap Arrows
P.E.K.K.A
Arrows The Log
Zap Royal Recruits
Zap Arrows
Arrows The Log
Arrows The Log Zap
Zap Arrows
Royal Recruits P.E.K.K.A
Zap Royal Recruits The Log Golden Knight
Zap
Zap Royal Recruits The Log Golden Knight
P.E.K.K.A

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