My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Hunter Electro Dragon P.E.K.K.A Goblinstein

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.

Tornado 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.

P.E.K.K.A

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.

Electro Dragon

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
Guards
Giant Snowball
Cannon Guards Electro Dragon
Zap
Cannon Guards
Barbarian Barrel
Cannon Guards Hunter
The Log
Cannon Guards Hunter
Earthquake
Cannon Guards
Arrows
Guards
Royal Delivery
Guards Hunter Electro Dragon P.E.K.K.A
Fireball
Cannon Hunter Electro Dragon
Poison
Cannon Guards Hunter Electro Dragon
Lightning
Cannon Hunter Electro Dragon Goblinstein
Rocket
Hunter Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Hunter Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Hunter Electro Dragon 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.

Guards Tornado P.E.K.K.A

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 Cannon Guards Tornado Hunter Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Cannon Guards Tornado

Attack Synergies 1 7

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.

Cannon
Guards
The Log
Tornado
P.E.K.K.A Hunter Electro Dragon The Log
Hunter
Tornado P.E.K.K.A
Electro Dragon
Tornado P.E.K.K.A
P.E.K.K.A
Tornado Hunter Electro Dragon The Log
The Log
Guards Tornado P.E.K.K.A
Goblinstein

Defense Synergies 4 11

Cannon
The Log Guards Hunter Electro Dragon
Guards
Hunter Cannon Electro Dragon The Log
Tornado
P.E.K.K.A Hunter Electro Dragon The Log
Hunter
Guards Cannon Tornado P.E.K.K.A The Log
Electro Dragon
Cannon Guards Tornado The Log
P.E.K.K.A
Tornado The Log Hunter
The Log
Cannon P.E.K.K.A Guards Tornado Hunter Electro Dragon
Goblinstein

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.

Cannon Electro Dragon The Log
Hunter P.E.K.K.A Cannon Electro Dragon The Log
Cannon Tornado Hunter P.E.K.K.A Electro Dragon
Cannon Hunter P.E.K.K.A Guards Electro Dragon
Tornado P.E.K.K.A The Log
Tornado The Log Cannon Guards Hunter Electro Dragon
Tornado Hunter Cannon Electro Dragon
Cannon Electro Dragon P.E.K.K.A The Log
Cannon Hunter P.E.K.K.A Tornado
Guards Tornado Cannon Hunter
Guards Cannon Tornado Hunter Electro Dragon The Log
Hunter Tornado Electro Dragon
Cannon Hunter P.E.K.K.A Guards Electro Dragon The Log
Cannon Guards Tornado Hunter Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Cannon Hunter
Tornado Cannon Hunter P.E.K.K.A The Log
Cannon Tornado Hunter Electro Dragon P.E.K.K.A
Cannon Guards Tornado Hunter Electro Dragon The Log
Tornado Hunter The Log Cannon Guards Electro Dragon
P.E.K.K.A Cannon Tornado Hunter
Cannon Guards Hunter Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Cannon Hunter

Counters to secondary win conditions

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

Guards P.E.K.K.A
Hunter Electro Dragon The Log
Guards P.E.K.K.A Hunter Electro Dragon The Log
Guards Hunter P.E.K.K.A Tornado The Log
P.E.K.K.A Cannon Guards Hunter
Tornado Hunter Electro Dragon
Guards P.E.K.K.A Hunter
P.E.K.K.A Hunter
Electro Dragon P.E.K.K.A Tornado The Log
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Hunter Electro Dragon
P.E.K.K.A Guards Tornado The Log
P.E.K.K.A Cannon Guards Hunter
Cannon Electro Dragon
Guards Electro Dragon Tornado Hunter P.E.K.K.A The Log
Cannon Hunter Electro Dragon P.E.K.K.A The Log
Cannon

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.)

Guards Electro Dragon The Log
Tornado Electro Dragon The Log
Electro Dragon The Log
Guards The Log
The Log
Tornado Hunter Electro Dragon
Tornado The Log
The Log Tornado Hunter Electro Dragon
The Log Tornado Electro Dragon
Guards Tornado Electro Dragon
Tornado Electro Dragon The Log
Tornado Electro Dragon
Hunter The Log
Electro Dragon
The Log
Hunter Electro Dragon The Log
Electro Dragon The Log
Tornado
Hunter Electro Dragon The Log
Tornado Electro Dragon The Log
The Log
Tornado
Tornado The Log
Electro Dragon The Log
Tornado The Log Hunter Electro Dragon
The Log Tornado Hunter Electro Dragon
Tornado Electro Dragon The Log
Tornado The Log
Tornado Hunter Electro Dragon
Electro Dragon Guards
Hunter Electro Dragon The Log
Electro Dragon
P.E.K.K.A
The Log
Guards Electro Dragon
Tornado Hunter Electro Dragon
The Log
Hunter Electro Dragon
The Log Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Guards Tornado The Log
Tornado Electro Dragon
Electro Dragon Tornado The Log
P.E.K.K.A
Electro Dragon

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