My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Tesla Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla P.E.K.K.A Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rage The Log

Punishments

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

Royal Hogs 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.

Royal Hogs 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.

Royal Hogs

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 Hogs Skeleton Army
Giant Snowball
Royal Hogs Skeleton Army Little Prince
Zap
Royal Hogs Skeleton Army Little Prince
Barbarian Barrel
Tesla Royal Hogs Skeleton Army Little Prince
The Log
Royal Hogs Skeleton Army Little Prince
Earthquake
Tesla Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army Little Prince
Royal Delivery
Royal Hogs Skeleton Army P.E.K.K.A Little Prince
Fireball
Tesla Royal Hogs Skeleton Army Little Prince
Poison
Royal Hogs Skeleton Army Little Prince
Lightning
Tesla Little Prince
Rocket
Royal Hogs Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rage Skeleton Army P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Rage The Log Skeleton Army Little Prince Tesla Royal Hogs P.E.K.K.A Mega Knight

Shortest cycle

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

10 Rage The Log Skeleton Army Little Prince

Attack Synergies 0 6

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.

Tesla
Royal Hogs
The Log Mega Knight Little Prince
Rage
Skeleton Army
P.E.K.K.A
The Log
The Log
Royal Hogs P.E.K.K.A Mega Knight Little Prince
Mega Knight
Royal Hogs The Log
Little Prince
Royal Hogs The Log

Defense Synergies 2 5

Tesla
The Log Skeleton Army Little Prince
Royal Hogs
Rage
Skeleton Army
Tesla The Log
P.E.K.K.A
The Log
The Log
Tesla P.E.K.K.A Skeleton Army Mega Knight Little Prince
Mega Knight
The Log
Little Prince
Tesla 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.

Tesla The Log
Skeleton Army P.E.K.K.A Tesla The Log Mega Knight
Tesla Skeleton Army P.E.K.K.A Mega Knight
Tesla Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A The Log Mega Knight
Skeleton Army The Log Tesla Mega Knight
Tesla Little Prince
Tesla P.E.K.K.A The Log Mega Knight
Tesla P.E.K.K.A Skeleton Army
Skeleton Army Tesla Mega Knight Little Prince
Skeleton Army Tesla The Log Mega Knight
Tesla
Tesla Skeleton Army P.E.K.K.A Mega Knight The Log
Skeleton Army Mega Knight Tesla P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Tesla Mega Knight
Skeleton Army Tesla P.E.K.K.A The Log Mega Knight
Tesla Mega Knight Skeleton Army P.E.K.K.A
Tesla Mega Knight Skeleton Army The Log Little Prince
The Log Tesla Mega Knight Little Prince
P.E.K.K.A Tesla
Skeleton Army Mega Knight Tesla P.E.K.K.A The Log Little Prince

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla P.E.K.K.A
Tesla The Log Mega Knight
Skeleton Army P.E.K.K.A Mega Knight The Log
Skeleton Army P.E.K.K.A Mega Knight Tesla The Log
P.E.K.K.A Tesla Skeleton Army Mega Knight
Tesla
Skeleton Army P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla Skeleton Army
P.E.K.K.A Mega Knight Skeleton Army The Log
P.E.K.K.A Tesla Skeleton Army
P.E.K.K.A Mega Knight Tesla
Skeleton Army P.E.K.K.A Mega Knight The Log
Skeleton Army P.E.K.K.A Mega Knight Tesla
Tesla Skeleton Army Mega Knight
Tesla Skeleton Army P.E.K.K.A The Log Little Prince
Mega Knight Tesla P.E.K.K.A The Log
Tesla P.E.K.K.A Mega Knight
P.E.K.K.A Tesla Skeleton Army

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
The Log
The Log
The Log
The Log Mega Knight
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log Mega Knight
The Log Mega Knight
The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
The Log Mega Knight Little Prince
The Log
The Log Mega Knight
The Log
Little Prince
The Log Mega Knight
P.E.K.K.A Mega Knight
The Log
Skeleton Army
The Log
Mega Knight
The Log
P.E.K.K.A Mega Knight
The Log
The Log Mega Knight Little Prince
P.E.K.K.A
Mega Knight

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