My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Missing

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.

P.E.K.K.A Mega Knight Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows Fireball Freeze 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.

Fireball

Dropped at the bridge

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

P.E.K.K.A Mega Knight Lava Hound

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Freeze 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.

Arrows Freeze 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.

Fireball

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.

Fireball Lava Hound

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 Arrows Fireball Freeze P.E.K.K.A Mega Knight Lava Hound

Shortest cycle

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

11 Zap The Log Arrows Fireball

Attack Synergies 7 11

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 Fireball P.E.K.K.A Freeze The Log Mega Knight Lava Hound
Arrows
Zap Fireball P.E.K.K.A Lava Hound Freeze Mega Knight
Fireball
Zap Arrows Lava Hound Freeze The Log Mega Knight
Freeze
Zap Arrows Fireball
P.E.K.K.A
Zap Arrows The Log
The Log
Zap Fireball P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Fireball The Log
Lava Hound
Arrows Fireball Zap

Defense Synergies 5 9

Zap
Fireball Mega Knight Arrows P.E.K.K.A The Log
Arrows
Mega Knight Zap Fireball P.E.K.K.A
Fireball
Zap The Log Arrows Freeze Mega Knight
Freeze
Fireball Mega Knight
P.E.K.K.A
The Log Zap Arrows
The Log
Fireball P.E.K.K.A Zap Mega Knight
Mega Knight
Zap Arrows Fireball Freeze The Log
Lava Hound

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 Fireball The Log
P.E.K.K.A Zap The Log Mega Knight
P.E.K.K.A Mega Knight Freeze
P.E.K.K.A Mega Knight
Arrows Fireball P.E.K.K.A The Log Mega Knight
Arrows Fireball Freeze The Log Zap Mega Knight
Zap Arrows Fireball Freeze
Zap Arrows Fireball P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Mega Knight
Zap Arrows Fireball Freeze The Log Mega Knight
Arrows Zap Fireball
P.E.K.K.A Mega Knight Zap Fireball Freeze The Log
Fireball Mega Knight Zap Arrows Freeze P.E.K.K.A The Log
P.E.K.K.A Mega Knight
Zap Fireball Freeze P.E.K.K.A The Log Mega Knight
Mega Knight Arrows Fireball P.E.K.K.A
Arrows Fireball Mega Knight Zap The Log
Zap Arrows Freeze The Log Fireball Mega Knight
P.E.K.K.A
Mega Knight Arrows Fireball 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.

Mega Knight Zap Fireball P.E.K.K.A
Fireball Zap Arrows The Log Mega Knight
P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mega Knight Zap Fireball The Log
P.E.K.K.A Mega Knight
Arrows Fireball Zap Freeze
P.E.K.K.A Fireball
P.E.K.K.A Mega Knight
Zap Freeze P.E.K.K.A Mega Knight Fireball The Log
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows Fireball The Log
P.E.K.K.A Mega Knight Fireball
Fireball Mega Knight
Zap Fireball Freeze P.E.K.K.A The Log
Arrows Mega Knight Zap Fireball Freeze 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.)

Fireball Arrows Freeze The Log
Arrows Fireball Zap The Log
Arrows Fireball The Log
Arrows Fireball Freeze The Log
Fireball Zap Arrows The Log Mega Knight
Arrows Fireball Zap Freeze
Arrows The Log
Arrows Fireball The Log Zap Freeze
Arrows Fireball The Log Zap
Fireball
Zap Arrows Fireball The Log
Fireball Zap Arrows
Fireball The Log
Arrows Fireball Freeze
Zap Arrows Fireball The Log
Zap Arrows Fireball The Log
Arrows Fireball The Log Mega Knight
Arrows Fireball Freeze
Zap Arrows Fireball The Log Mega Knight
Zap Arrows Fireball The Log Mega Knight
Fireball The Log Mega Knight
Arrows Fireball
The Log
Zap Arrows Fireball The Log
Zap Arrows Freeze The Log Fireball Mega Knight
Arrows Fireball The Log Zap
Fireball Zap Arrows The Log Mega Knight
Fireball Zap Arrows The Log
Zap Arrows Fireball
Zap Fireball Freeze
Fireball
Zap Arrows Fireball The Log Mega Knight
Zap Arrows Fireball Freeze
P.E.K.K.A Mega Knight
Arrows Fireball The Log
Zap Fireball Freeze
Fireball Zap Arrows
Freeze
Arrows The Log Fireball
Fireball Mega Knight
Arrows The Log Zap Fireball
Zap Arrows Fireball
P.E.K.K.A Mega Knight
Zap Fireball Freeze The Log
Zap Fireball
Zap Fireball Freeze The Log Mega Knight

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