My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Rascals Three Musketeers Witch

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.

Rascals Three Musketeers Witch 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 Three Musketeers

Damage spells

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

Zap 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.

Rascals 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
Hog Rider Three Musketeers
Giant Snowball
Hog Rider Three Musketeers Witch
Zap
Three Musketeers Witch
Barbarian Barrel
Rascals Three Musketeers Witch
The Log
Rascals Hog Rider Three Musketeers Witch
Earthquake
Hog Rider Witch
Arrows
Rascals Witch
Royal Delivery
Rascals Hog Rider Three Musketeers Witch P.E.K.K.A
Fireball
Rascals Hog Rider Three Musketeers Witch
Poison
Rascals Three Musketeers Witch
Lightning
Three Musketeers Witch
Rocket
Rascals Hog Rider Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

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.

Three Musketeers Witch

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 The Log Hog Rider Rascals Witch P.E.K.K.A Mega Knight Three Musketeers

Shortest cycle

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

13 Zap The Log Hog Rider Rascals

Attack Synergies 3 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.

Zap
Hog Rider P.E.K.K.A Three Musketeers Witch The Log Mega Knight
Rascals
Hog Rider
Hog Rider
Zap The Log Rascals Three Musketeers Witch Mega Knight
Three Musketeers
Zap Hog Rider The Log
Witch
Zap Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Witch The Log
The Log
Hog Rider Zap Three Musketeers P.E.K.K.A Mega Knight
Mega Knight
Zap Hog Rider Witch The Log

Defense Synergies 2 10

Zap
Mega Knight Rascals Three Musketeers Witch P.E.K.K.A The Log
Rascals
Zap The Log
Hog Rider
Three Musketeers
Zap The Log
Witch
Zap The Log Mega Knight
P.E.K.K.A
The Log Zap
The Log
P.E.K.K.A Zap Rascals Three Musketeers Witch Mega Knight
Mega Knight
Zap Witch 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 The Log
P.E.K.K.A Zap Rascals Three Musketeers Witch The Log Mega Knight
Three Musketeers Witch P.E.K.K.A Mega Knight Rascals
Three Musketeers Witch P.E.K.K.A Rascals Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Zap Rascals Mega Knight
Three Musketeers Zap Rascals Witch
Zap Rascals P.E.K.K.A The Log Mega Knight
Three Musketeers Witch P.E.K.K.A Rascals
Rascals Mega Knight
Witch Zap Rascals The Log Mega Knight
Three Musketeers Zap Rascals Witch
P.E.K.K.A Mega Knight Zap Rascals Three Musketeers Witch The Log
Three Musketeers Mega Knight Zap Rascals Witch P.E.K.K.A The Log
P.E.K.K.A Rascals Three Musketeers Mega Knight
Zap Rascals Three Musketeers P.E.K.K.A The Log Mega Knight
Three Musketeers Mega Knight Rascals Witch P.E.K.K.A
Mega Knight Zap Rascals Three Musketeers Witch The Log
Zap Witch The Log Rascals Mega Knight
P.E.K.K.A Three Musketeers
Rascals Mega Knight Witch 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.

Rascals Mega Knight Zap Witch P.E.K.K.A
Zap The Log Mega Knight
P.E.K.K.A Mega Knight Zap Rascals Witch The Log
P.E.K.K.A Mega Knight Zap Rascals The Log
P.E.K.K.A Rascals Three Musketeers Witch Mega Knight
Zap Rascals Three Musketeers Witch
Rascals P.E.K.K.A Witch
P.E.K.K.A Mega Knight Rascals
Zap P.E.K.K.A Mega Knight Witch The Log
Witch P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Rascals Witch
P.E.K.K.A Mega Knight Zap The Log
Rascals P.E.K.K.A Mega Knight Three Musketeers Witch
Rascals Three Musketeers Witch Mega Knight
Rascals Witch Zap Three Musketeers P.E.K.K.A The Log
Mega Knight Zap Rascals Witch P.E.K.K.A The Log
Zap

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.)

Rascals The Log
Zap The Log
The Log
Rascals The Log
Zap The Log Mega Knight
Zap Witch
Witch The Log
The Log Zap
The Log Zap
Three Musketeers
Zap The Log
Zap
Three Musketeers The Log
Zap The Log
Zap Three Musketeers Witch The Log
Three Musketeers The Log Mega Knight
Three Musketeers
Zap Three Musketeers The Log Mega Knight
Zap Witch The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight
Witch
The Log Zap Witch
Zap Witch The Log Mega Knight
Zap The Log
Zap Witch
Zap Witch
Zap The Log Mega Knight
Zap
P.E.K.K.A Mega Knight
The Log
Zap Witch
Zap Three Musketeers Witch
The Log
Rascals Three Musketeers Mega Knight
The Log Zap
Zap
Three Musketeers P.E.K.K.A Mega Knight
Zap Rascals Witch The Log
Zap Witch
Zap Witch The Log Mega Knight
P.E.K.K.A
Mega Knight

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