My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Wizard

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.

Wizard Bandit Lumberjack Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Mini P.E.K.K.A Hog Rider Bandit Lumberjack 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.

Mini P.E.K.K.A Hog Rider Bandit Lumberjack 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 Hog Rider Bandit Lumberjack

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 Bandit
Giant Snowball
Hog Rider Lumberjack
Zap
Bandit
Barbarian Barrel
Wizard Bandit Lumberjack
The Log
Mini P.E.K.K.A Hog Rider Bandit Lumberjack
Earthquake
Hog Rider
Arrows
Royal Delivery
Mini P.E.K.K.A Hog Rider Wizard Bandit Lumberjack
Fireball
Hog Rider Wizard Bandit Lumberjack
Poison
Wizard
Lightning
Mini P.E.K.K.A Wizard Bandit Lumberjack
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Mini 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.

Wizard

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 Bandit Mini P.E.K.K.A Hog Rider Lumberjack Wizard Mega Knight

Shortest cycle

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

11 Zap The Log Bandit Mini P.E.K.K.A

Attack Synergies 2 23

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 Mini P.E.K.K.A The Log Bandit Lumberjack Mega Knight
Mini P.E.K.K.A
Zap Hog Rider Wizard The Log Lumberjack Mega Knight
Hog Rider
Zap The Log Mini P.E.K.K.A Wizard Bandit Lumberjack Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Bandit Lumberjack Mega Knight
The Log
Hog Rider Zap Mini P.E.K.K.A Bandit Lumberjack Mega Knight
Bandit
Zap Hog Rider Wizard The Log Lumberjack Mega Knight
Lumberjack
Zap Mini P.E.K.K.A Hog Rider Wizard The Log Bandit Mega Knight
Mega Knight
Zap Mini P.E.K.K.A Hog Rider Wizard The Log Bandit Lumberjack

Defense Synergies 3 13

Zap
Mini P.E.K.K.A Mega Knight The Log Bandit Lumberjack
Mini P.E.K.K.A
Zap The Log Wizard
Hog Rider
Wizard
Mini P.E.K.K.A The Log Bandit Lumberjack Mega Knight
The Log
Mini P.E.K.K.A Zap Wizard Bandit Lumberjack Mega Knight
Bandit
Zap Wizard The Log Lumberjack Mega Knight
Lumberjack
Zap Wizard The Log Bandit
Mega Knight
Zap Wizard The Log Bandit

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 Wizard The Log
Mini P.E.K.K.A Lumberjack Zap The Log Bandit Mega Knight
Mini P.E.K.K.A Lumberjack Mega Knight Bandit
Mini P.E.K.K.A Lumberjack Bandit Mega Knight
Mini P.E.K.K.A The Log Lumberjack Mega Knight
The Log Zap Bandit Lumberjack Mega Knight
Zap Wizard
Zap The Log Bandit Mega Knight
Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Bandit Lumberjack Mega Knight
Zap Wizard The Log Bandit Lumberjack Mega Knight
Zap Wizard
Mini P.E.K.K.A Lumberjack Mega Knight Zap Wizard The Log Bandit
Wizard Mega Knight Zap Mini P.E.K.K.A The Log Lumberjack
Mini P.E.K.K.A Bandit Lumberjack Mega Knight
Zap Mini P.E.K.K.A The Log Bandit Lumberjack Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Lumberjack
Mega Knight Zap Wizard The Log Bandit Lumberjack
Zap Wizard The Log Bandit Lumberjack Mega Knight
Mini P.E.K.K.A Lumberjack
Wizard Mega Knight Mini P.E.K.K.A The Log Bandit Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Lumberjack Mega Knight Zap Bandit
Bandit Zap Mini P.E.K.K.A Wizard The Log Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Lumberjack Mega Knight Zap The Log Bandit
Mini P.E.K.K.A Bandit Lumberjack Mega Knight
Wizard Zap
Mini P.E.K.K.A Bandit Lumberjack
Mini P.E.K.K.A Mega Knight Lumberjack
Zap Mega Knight Mini P.E.K.K.A The Log Bandit
Mega Knight Mini P.E.K.K.A Lumberjack
Mega Knight Zap The Log
Mini P.E.K.K.A Mega Knight Wizard Bandit Lumberjack
Wizard Mega Knight
Zap Mini P.E.K.K.A The Log Lumberjack
Mega Knight Zap Mini P.E.K.K.A Wizard The Log

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.)

The Log Bandit
Zap The Log Bandit
The Log Bandit
The Log
Wizard Zap The Log Mega Knight
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard Bandit
Mini P.E.K.K.A Lumberjack
Zap Wizard The Log Bandit
Zap Wizard
The Log Bandit
Bandit
Zap The Log
Zap Wizard The Log Bandit
Wizard The Log Bandit Mega Knight
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard The Log Bandit Mega Knight
Zap Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap The Log Wizard Mega Knight
The Log Zap Wizard Bandit
Zap Wizard The Log Bandit Mega Knight
Zap The Log Bandit
Zap Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Wizard The Log Bandit Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Bandit
Zap Wizard
The Log
Mini P.E.K.K.A Wizard Lumberjack Mega Knight
The Log Zap Wizard
Zap
Mega Knight
Zap The Log
Zap
Zap The Log Bandit Mega Knight

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