My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Minion Horde Wizard Executioner Magic Archer

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.

Wizard Executioner P.E.K.K.A Fisherman Magic Archer Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Missing

Dropped at the bridge

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

Minion Horde P.E.K.K.A Magic Archer 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.

Magic Archer

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
Minion Horde Fisherman
Giant Snowball
Minion Horde Fisherman
Zap
Minion Horde Fisherman
Barbarian Barrel
Wizard Executioner Magic Archer
The Log
Fisherman
Earthquake
Arrows
Minion Horde
Royal Delivery
Minion Horde Wizard Executioner P.E.K.K.A Fisherman Magic Archer
Fireball
Minion Horde Wizard Executioner Fisherman Magic Archer
Poison
Minion Horde Wizard Executioner Fisherman Magic Archer
Lightning
Wizard Executioner Fisherman Magic Archer
Rocket
Minion Horde Wizard Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner The Log Magic Archer 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.

Executioner P.E.K.K.A 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.

Minion Horde Wizard

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.

The Log Fisherman Magic Archer Minion Horde Wizard Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

14 The Log Fisherman Magic Archer Minion Horde

Attack Synergies 2 12

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.

Minion Horde
Mega Knight
Wizard
P.E.K.K.A Mega Knight
Executioner
P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Magic Archer Wizard Executioner The Log Fisherman
The Log
Executioner P.E.K.K.A Fisherman Magic Archer Mega Knight
Fisherman
P.E.K.K.A The Log Mega Knight
Magic Archer
P.E.K.K.A The Log Mega Knight
Mega Knight
Minion Horde Wizard Executioner The Log Fisherman Magic Archer

Defense Synergies 1 13

Minion Horde
The Log
Wizard
P.E.K.K.A The Log Mega Knight
Executioner
The Log Mega Knight
P.E.K.K.A
The Log Wizard Fisherman
The Log
P.E.K.K.A Minion Horde Wizard Executioner Fisherman Magic Archer Mega Knight
Fisherman
P.E.K.K.A The Log Magic Archer Mega Knight
Magic Archer
The Log Fisherman Mega Knight
Mega Knight
Wizard Executioner The Log Fisherman Magic Archer

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.

Minion Horde Wizard Executioner The Log Magic Archer
Minion Horde P.E.K.K.A Executioner The Log Fisherman Mega Knight
Minion Horde P.E.K.K.A Fisherman Mega Knight Executioner
Minion Horde P.E.K.K.A Fisherman Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Executioner Magic Archer Mega Knight
Minion Horde Wizard Executioner Magic Archer
P.E.K.K.A The Log Magic Archer Mega Knight
Minion Horde P.E.K.K.A Fisherman
Minion Horde Fisherman Mega Knight
Minion Horde Executioner Wizard The Log Fisherman Magic Archer Mega Knight
Minion Horde Executioner Wizard Magic Archer
Minion Horde P.E.K.K.A Mega Knight Wizard The Log
Wizard Executioner Mega Knight Minion Horde P.E.K.K.A The Log Magic Archer
P.E.K.K.A Minion Horde Mega Knight
Minion Horde P.E.K.K.A The Log Fisherman Mega Knight
Minion Horde Wizard Mega Knight Executioner P.E.K.K.A Fisherman
Mega Knight Minion Horde Wizard Executioner The Log Fisherman Magic Archer
Wizard Executioner The Log Fisherman Magic Archer Mega Knight
P.E.K.K.A Fisherman
Wizard Mega Knight Minion Horde Executioner P.E.K.K.A The Log Fisherman

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Fisherman
Wizard Executioner The Log Fisherman Magic Archer Mega Knight
P.E.K.K.A Mega Knight Minion Horde The Log Fisherman
P.E.K.K.A Mega Knight Minion Horde The Log Fisherman
P.E.K.K.A Minion Horde Executioner Fisherman Mega Knight
Wizard Executioner Minion Horde Magic Archer
P.E.K.K.A Minion Horde
P.E.K.K.A Mega Knight Minion Horde Fisherman
Minion Horde P.E.K.K.A Mega Knight The Log Magic Archer
P.E.K.K.A Minion Horde
P.E.K.K.A Mega Knight Minion Horde
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Minion Horde Wizard Executioner
Wizard Minion Horde Executioner Magic Archer Mega Knight
Minion Horde Executioner P.E.K.K.A The Log Fisherman Magic Archer
Executioner Mega Knight Minion Horde Wizard P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Minion Horde The Log
Executioner The Log Fisherman Magic Archer
Minion Horde The Log Magic Archer
The Log
Wizard Executioner Minion Horde The Log Magic Archer Mega Knight
Wizard Executioner Minion Horde Magic Archer
Minion Horde Wizard Executioner The Log Magic Archer
The Log Wizard Executioner Magic Archer
The Log Wizard Fisherman
Minion Horde Fisherman
Minion Horde Wizard The Log Fisherman Magic Archer
Wizard Executioner Magic Archer
Executioner The Log Fisherman Magic Archer
Minion Horde Fisherman Magic Archer
The Log Fisherman Magic Archer
Minion Horde Wizard Executioner The Log Magic Archer
Magic Archer Minion Horde Wizard Executioner The Log Mega Knight
Minion Horde Fisherman
Wizard Executioner The Log Fisherman Magic Archer Mega Knight
Wizard The Log Magic Archer Mega Knight
Minion Horde The Log Magic Archer Mega Knight
Wizard
The Log Fisherman
Minion Horde The Log
The Log Wizard Executioner Magic Archer Mega Knight
Minion Horde Fisherman
The Log Wizard Executioner Fisherman Magic Archer
Wizard The Log Fisherman Magic Archer Mega Knight
The Log Fisherman Magic Archer
Minion Horde Wizard Executioner Magic Archer
Minion Horde Wizard
Minion Horde
Minion Horde Wizard The Log Magic Archer Mega Knight
Minion Horde Magic Archer
P.E.K.K.A Minion Horde Mega Knight
Wizard The Log Magic Archer
Minion Horde Magic Archer
Wizard Executioner Magic Archer
The Log
Minion Horde Wizard Executioner Magic Archer Mega Knight
The Log Wizard Executioner Magic Archer
Minion Horde Executioner P.E.K.K.A Mega Knight
Minion Horde The Log Magic Archer
Executioner Magic Archer
Executioner The Log Magic Archer Mega Knight

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