My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Mediocre
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.

Firecracker

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 Firecracker Balloon 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.

Balloon

Damage spells

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

Zap Rage The Log

Punishments

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

Balloon 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 Balloon 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.

Firecracker Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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 Rage P.E.K.K.A 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Rage The Log Knight Firecracker Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

9 Zap Rage The Log Knight

Attack Synergies 6 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
Firecracker Balloon P.E.K.K.A Knight The Log Mega Knight
Knight
Firecracker Balloon Zap The Log
Firecracker
Zap Knight Balloon P.E.K.K.A Mega Knight
Rage
Balloon
Balloon
Zap Knight Rage Firecracker The Log Mega Knight
P.E.K.K.A
Zap Firecracker The Log
The Log
Zap Knight Balloon P.E.K.K.A Mega Knight
Mega Knight
Zap Firecracker Balloon The Log

Defense Synergies 4 8

Zap
Mega Knight Knight Firecracker P.E.K.K.A The Log
Knight
Firecracker Zap The Log
Firecracker
Knight The Log Zap P.E.K.K.A Mega Knight
Rage
Balloon
P.E.K.K.A
The Log Zap Firecracker
The Log
Firecracker P.E.K.K.A Zap Knight Mega Knight
Mega Knight
Zap Firecracker 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 Knight Firecracker The Log
P.E.K.K.A Zap Knight Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Firecracker Mega Knight
Firecracker P.E.K.K.A The Log Mega Knight
The Log Zap Firecracker Mega Knight
Zap Firecracker
Zap P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Knight Firecracker Mega Knight
Zap Knight Firecracker The Log Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight Zap Knight The Log
Mega Knight Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight Mega Knight
Zap P.E.K.K.A The Log Mega Knight
Mega Knight Knight Firecracker P.E.K.K.A
Mega Knight Zap Knight Firecracker The Log
Zap The Log Knight Firecracker Mega Knight
P.E.K.K.A
Mega Knight Knight Firecracker P.E.K.K.A The Log

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
Zap Knight Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Zap Knight The Log
P.E.K.K.A Mega Knight Zap Knight The Log
P.E.K.K.A Knight Mega Knight
Firecracker Zap
P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Mega Knight Knight Firecracker The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mega Knight Knight
Firecracker Mega Knight
Zap Knight Firecracker P.E.K.K.A The Log
Mega Knight Zap Firecracker 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.)

Knight Firecracker The Log
Firecracker Zap The Log
The Log
Knight Firecracker The Log
Zap Firecracker The Log Mega Knight
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Firecracker Zap Knight The Log
Zap Firecracker
Knight Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Mega Knight
Firecracker The Log Zap
Zap The Log Mega Knight
Zap Firecracker The Log
Zap Firecracker
Zap Firecracker
Zap The Log Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker The Log
Zap
Zap Firecracker
The Log
Knight Firecracker Mega Knight
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker The Log Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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