My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Mega Minion

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.

Firecracker Royal Giant Mega Minion Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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.

Arrows Mega Minion Mini P.E.K.K.A Guards 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.

Royal Giant

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Mega Minion Guards Mini P.E.K.K.A Royal Giant Mega Knight

Shortest cycle

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

11 Zap Arrows Firecracker Mega Minion

Attack Synergies 5 14

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 Firecracker Mega Minion Royal Giant Mini P.E.K.K.A Guards Mega Knight
Arrows
Zap Royal Giant Mega Minion Mini P.E.K.K.A Mega Knight
Firecracker
Zap Royal Giant Mega Minion Mini P.E.K.K.A Mega Knight
Royal Giant
Arrows Firecracker Zap Mega Minion Guards
Mega Minion
Zap Arrows Firecracker Royal Giant Mega Knight
Mini P.E.K.K.A
Zap Arrows Firecracker Mega Knight
Guards
Zap Royal Giant
Mega Knight
Zap Arrows Firecracker Mega Minion Mini P.E.K.K.A

Defense Synergies 4 12

Zap
Mega Minion Mini P.E.K.K.A Mega Knight Arrows Firecracker Guards
Arrows
Mega Knight Zap Mega Minion Mini P.E.K.K.A
Firecracker
Zap Mega Minion Mini P.E.K.K.A Guards Mega Knight
Royal Giant
Mega Minion
Zap Arrows Firecracker Guards Mega Knight
Mini P.E.K.K.A
Zap Arrows Firecracker Guards
Guards
Zap Firecracker Mega Minion Mini P.E.K.K.A
Mega Knight
Zap Arrows Firecracker Mega Minion

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 Firecracker Mega Minion
Mini P.E.K.K.A Zap Firecracker Mega Minion Mega Knight
Mini P.E.K.K.A Mega Knight Mega Minion
Mini P.E.K.K.A Firecracker Mega Minion Guards Mega Knight
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Zap Firecracker Mega Minion Guards Mega Knight
Mega Minion Zap Arrows Firecracker
Zap Arrows Mega Knight
Mini P.E.K.K.A
Guards Firecracker Mini P.E.K.K.A Mega Knight
Guards Zap Arrows Firecracker Mega Minion Mega Knight
Arrows Mega Minion Zap Firecracker
Mini P.E.K.K.A Mega Knight Zap Guards
Mega Knight Zap Arrows Firecracker Mega Minion Mini P.E.K.K.A Guards
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A Mega Knight
Mega Knight Arrows Firecracker Mini P.E.K.K.A
Arrows Mega Knight Zap Firecracker Mega Minion Guards
Zap Arrows Firecracker Mega Minion Guards Mega Knight
Mini P.E.K.K.A
Mega Knight Arrows Firecracker 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
Zap Arrows Firecracker Mega Minion Mini P.E.K.K.A Mega Knight
Guards Mega Knight Zap Mini P.E.K.K.A
Mini P.E.K.K.A Guards Mega Knight Zap
Mini P.E.K.K.A Guards Mega Knight
Arrows Firecracker Zap
Mini P.E.K.K.A Guards Mega Minion
Mini P.E.K.K.A Mega Knight
Zap Mega Knight Firecracker Mega Minion Mini P.E.K.K.A
Mega Minion Guards
Mega Knight Mega Minion Mini P.E.K.K.A Guards
Mega Knight Zap Arrows Guards
Mini P.E.K.K.A Mega Knight Guards
Firecracker Mega Knight
Guards Zap Firecracker Mega Minion Mini P.E.K.K.A
Arrows Mega Knight Zap Firecracker Mega Minion Mini P.E.K.K.A

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 Firecracker Guards
Arrows Firecracker Zap
Arrows
Arrows Firecracker Guards
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap Mega Minion
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Mini P.E.K.K.A Guards
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Mini P.E.K.K.A
Zap Arrows Firecracker Mega Minion Mini P.E.K.K.A Mega Knight
Zap Arrows Firecracker Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Mega Knight
Mega Minion
Arrows Firecracker Zap
Zap Arrows Mega Knight
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Firecracker Mega Minion Guards
Mega Minion Mini P.E.K.K.A
Zap Arrows Mega Knight
Zap Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Guards
Zap Arrows Firecracker Mega Minion
Arrows
Firecracker Mega Minion Mini P.E.K.K.A Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker Mega Minion Mega Knight
Zap Firecracker Guards
Firecracker Zap
Zap Firecracker Mega Knight

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