My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit 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 Elixir Collector Three Musketeers P.E.K.K.A Golem Mega Knight

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

The Log

Punishments

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

Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Knight P.E.K.K.A Golem 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.

Golem

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
Fire Spirit Three Musketeers
Zap
Fire Spirit Three Musketeers
Barbarian Barrel
Fire Spirit Knight Three Musketeers
The Log
Fire Spirit Three Musketeers
Earthquake
Elixir Collector
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Three Musketeers P.E.K.K.A
Fireball
Elixir Collector Three Musketeers
Poison
Elixir Collector Three Musketeers
Lightning
Knight Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Knight Elixir Collector P.E.K.K.A Golem 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.

Fire Spirit 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.

Fire Spirit The Log Knight Elixir Collector P.E.K.K.A Mega Knight Golem Three Musketeers

Shortest cycle

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

12 Fire Spirit The Log Knight Elixir Collector

Attack Synergies 2 8

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.

Fire Spirit
P.E.K.K.A Knight Three Musketeers Golem
Knight
Three Musketeers Fire Spirit The Log
Elixir Collector
Three Musketeers
Knight Fire Spirit The Log
P.E.K.K.A
Fire Spirit The Log
Golem
Fire Spirit The Log
The Log
Knight Three Musketeers P.E.K.K.A Golem Mega Knight
Mega Knight
The Log

Defense Synergies 2 6

Fire Spirit
Knight P.E.K.K.A The Log
Knight
Fire Spirit Three Musketeers The Log
Elixir Collector
Three Musketeers
Knight The Log
P.E.K.K.A
The Log Fire Spirit
Golem
The Log
P.E.K.K.A Fire Spirit Knight Three Musketeers Mega Knight
Mega Knight
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.

Knight The Log
P.E.K.K.A Knight Three Musketeers The Log Mega Knight
Three Musketeers P.E.K.K.A Mega Knight Fire Spirit Knight
Three Musketeers P.E.K.K.A Knight Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Fire Spirit Mega Knight
Three Musketeers Fire Spirit
P.E.K.K.A The Log Mega Knight
Three Musketeers P.E.K.K.A
Knight Fire Spirit Mega Knight
Knight The Log Mega Knight
Three Musketeers
P.E.K.K.A Mega Knight Fire Spirit Knight Three Musketeers The Log
Fire Spirit Three Musketeers Mega Knight P.E.K.K.A The Log
P.E.K.K.A Knight Three Musketeers Mega Knight
Three Musketeers P.E.K.K.A The Log Mega Knight
Three Musketeers Mega Knight Knight P.E.K.K.A
Fire Spirit Mega Knight Knight Three Musketeers The Log
The Log Fire Spirit Knight Mega Knight
P.E.K.K.A Three Musketeers
Mega Knight Fire Spirit 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 Mega Knight P.E.K.K.A
Knight The Log Mega Knight
P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Knight Three Musketeers Mega Knight
Fire Spirit Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Knight Three Musketeers
Three Musketeers Mega Knight
Knight Three Musketeers P.E.K.K.A The Log
Mega Knight 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.)

Knight The Log
The Log
The Log
Knight The Log
Fire Spirit The Log Mega Knight
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Three Musketeers
Knight The Log
Fire Spirit
Fire Spirit Knight Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log Mega Knight
Three Musketeers
Fire Spirit Three Musketeers The Log Mega Knight
Fire Spirit The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Fire Spirit Mega Knight
The Log
The Log Mega Knight
The Log
Fire Spirit
The Log Mega Knight
P.E.K.K.A Mega Knight
The Log
Fire Spirit
Fire Spirit Three Musketeers
The Log
Knight Three Musketeers Mega Knight
The Log
Three Musketeers P.E.K.K.A Mega Knight
The Log
The Log Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: