My Best Clash Royale Deck

Deck Check Rating

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

4 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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.

P.E.K.K.A Magic Archer Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Void The Log

Punishments

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

Mini P.E.K.K.A Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A P.E.K.K.A Magic Archer 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.

Mini P.E.K.K.A Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer 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.

Mini P.E.K.K.A Guards 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Guards Void Mini P.E.K.K.A Magic Archer P.E.K.K.A Mega Knight

Shortest cycle

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

10 Zap The Log Guards Void

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
Void P.E.K.K.A Mini P.E.K.K.A Guards The Log Magic Archer Mega Knight
Mini P.E.K.K.A
Zap The Log Magic Archer Mega Knight
Guards
Zap The Log
Void
Zap
P.E.K.K.A
Zap Magic Archer The Log
The Log
Zap Mini P.E.K.K.A Guards P.E.K.K.A Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Zap Mini P.E.K.K.A The Log Mega Knight
Mega Knight
Zap Mini P.E.K.K.A The Log Magic Archer

Defense Synergies 4 12

Zap
Mini P.E.K.K.A Mega Knight Guards Void P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A
Zap The Log Guards Magic Archer
Guards
Zap Mini P.E.K.K.A The Log Magic Archer
Void
Zap
P.E.K.K.A
The Log Zap
The Log
Mini P.E.K.K.A P.E.K.K.A Zap Guards Magic Archer Mega Knight
Magic Archer
Zap Mini P.E.K.K.A Guards The Log Mega Knight
Mega Knight
Zap The Log Magic Archer

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 Void The Log Magic Archer
Mini P.E.K.K.A P.E.K.K.A Zap The Log Mega Knight
Mini P.E.K.K.A P.E.K.K.A Mega Knight Void
Mini P.E.K.K.A P.E.K.K.A Guards Mega Knight
Mini P.E.K.K.A P.E.K.K.A The Log Mega Knight
The Log Zap Guards Magic Archer Mega Knight
Zap Void Magic Archer
Zap Void P.E.K.K.A The Log Magic Archer Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Guards Mini P.E.K.K.A Mega Knight
Guards Zap The Log Magic Archer Mega Knight
Zap Magic Archer
Mini P.E.K.K.A P.E.K.K.A Mega Knight Zap Guards The Log
Mega Knight Zap Mini P.E.K.K.A Guards P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A P.E.K.K.A The Log Mega Knight
Mega Knight Mini P.E.K.K.A P.E.K.K.A
Mega Knight Zap Guards The Log Magic Archer
Zap The Log Guards Magic Archer Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Mega Knight Mini P.E.K.K.A Guards P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Zap Void P.E.K.K.A
Void Zap Mini P.E.K.K.A The Log Magic Archer Mega Knight
Guards P.E.K.K.A Mega Knight Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mini P.E.K.K.A Guards Mega Knight
Zap Magic Archer
Mini P.E.K.K.A Guards P.E.K.K.A Void
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap Void P.E.K.K.A Mega Knight Mini P.E.K.K.A The Log Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Mega Knight Mini P.E.K.K.A Guards
P.E.K.K.A Mega Knight Zap Guards Void The Log
Mini P.E.K.K.A P.E.K.K.A Mega Knight Guards
Magic Archer Mega Knight
Guards Zap Mini P.E.K.K.A P.E.K.K.A The Log Magic Archer
Mega Knight Zap Mini P.E.K.K.A P.E.K.K.A The Log Magic Archer
Zap Void

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.)

Void Magic Archer Guards The Log
Void Zap The Log Magic Archer
Void The Log Magic Archer
Guards Void The Log
Zap The Log Magic Archer Mega Knight
Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
Void The Log Zap
Mini P.E.K.K.A Guards Void
Void Zap The Log Magic Archer
Void Zap Magic Archer
Void The Log Magic Archer
Void Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log Mega Knight
Mini P.E.K.K.A
Void Zap Mini P.E.K.K.A The Log Magic Archer Mega Knight
Zap Void The Log Magic Archer Mega Knight
Void The Log Magic Archer Mega Knight
Void
Void The Log
Zap Void The Log
Zap The Log Magic Archer Mega Knight
Void The Log Zap Magic Archer
Void Zap The Log Magic Archer Mega Knight
Void Zap The Log Magic Archer
Zap Void Magic Archer
Zap Guards Void
Mini P.E.K.K.A Void
Void Zap The Log Magic Archer Mega Knight
Zap Void Magic Archer
P.E.K.K.A Mega Knight
The Log Magic Archer
Zap Guards Void Magic Archer
Zap Magic Archer
The Log
Void Mini P.E.K.K.A Magic Archer Mega Knight
The Log Zap Magic Archer
Void Zap
P.E.K.K.A Mega Knight
Zap Guards The Log Magic Archer
Zap Void Magic Archer
Void Zap The Log Magic Archer Mega Knight
P.E.K.K.A
Void Mega Knight
Void

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