My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Three Musketeers

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 Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Arrows Rage The Log

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 P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log

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.

Arrows Knight Rage P.E.K.K.A

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

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.

Mirror Zap Rage The Log Arrows Knight P.E.K.K.A Three Musketeers

Shortest cycle

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

6 Mirror Zap Rage The Log

Attack Synergies 7 9

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
Arrows Mirror P.E.K.K.A Knight Three Musketeers The Log
Arrows
Zap Mirror P.E.K.K.A Knight
Knight
Three Musketeers Zap Arrows The Log
Three Musketeers
Knight Zap Mirror Rage The Log
Mirror
Zap Arrows The Log Three Musketeers
Rage
Three Musketeers
P.E.K.K.A
Zap Arrows The Log
The Log
Mirror Zap Knight Three Musketeers P.E.K.K.A

Defense Synergies 3 11

Zap
Mirror Arrows Knight Three Musketeers P.E.K.K.A The Log
Arrows
Mirror Zap Knight P.E.K.K.A
Knight
Zap Arrows Three Musketeers The Log
Three Musketeers
Zap Knight The Log
Mirror
Zap Arrows The Log
Rage
P.E.K.K.A
The Log Zap Arrows
The Log
P.E.K.K.A Zap Knight Three Musketeers Mirror

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 The Log
P.E.K.K.A Zap Knight Three Musketeers The Log
Three Musketeers P.E.K.K.A Knight
Three Musketeers P.E.K.K.A Knight
Arrows P.E.K.K.A The Log
Arrows The Log Zap
Three Musketeers Zap Arrows
Zap Arrows P.E.K.K.A The Log
Three Musketeers P.E.K.K.A
Knight
Zap Arrows Knight The Log
Arrows Three Musketeers Zap
P.E.K.K.A Zap Knight Three Musketeers The Log
Three Musketeers Zap Arrows P.E.K.K.A The Log
P.E.K.K.A Knight Three Musketeers
Zap Three Musketeers P.E.K.K.A The Log
Three Musketeers Arrows Knight P.E.K.K.A
Arrows Zap Knight Three Musketeers The Log
Zap Arrows The Log Knight
P.E.K.K.A Three Musketeers
Arrows Knight 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 Zap P.E.K.K.A
Zap Arrows Knight The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Knight Three Musketeers
Arrows Zap Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A Knight
Zap P.E.K.K.A Knight The Log
P.E.K.K.A Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows The Log
P.E.K.K.A Knight Three Musketeers
Three Musketeers
Zap Knight Three Musketeers P.E.K.K.A The Log
Arrows Zap P.E.K.K.A 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.)

Arrows Knight The Log
Arrows Zap The Log
Arrows The Log
Arrows Knight The Log
Zap Arrows The Log
Arrows Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap
Three Musketeers
Zap Arrows Knight The Log
Zap Arrows
Knight Three Musketeers The Log
Arrows
Zap Arrows The Log
Zap Arrows Three Musketeers The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers
Zap Arrows Three Musketeers The Log
Zap Arrows The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log
Arrows The Log Zap
Zap Arrows The Log
Zap Arrows The Log
Zap Arrows
Zap
Zap Arrows The Log
Zap Arrows
P.E.K.K.A
Arrows The Log
Zap
Zap Arrows Three Musketeers
Arrows The Log
Knight Three Musketeers
Arrows The Log Zap
Zap Arrows
Three Musketeers P.E.K.K.A
Zap The Log
Zap
Zap The Log

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