My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

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.

Missing

Investments

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

Rune Giant Hunter Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Arrows Rage

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.

Rune Giant 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 Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter Electro Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter Electro Dragon Goblin Machine

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 Rage Guards Rune Giant P.E.K.K.A Goblin Machine

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.

Rage Arrows Guards Rune Giant Hunter Electro Dragon Goblin Machine P.E.K.K.A

Shortest cycle

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

12 Rage Arrows Guards Rune Giant

Attack Synergies 1 5

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.

Arrows
P.E.K.K.A
Rage
Electro Dragon Goblin Machine
Guards
Rune Giant
Hunter
Hunter
Rune Giant P.E.K.K.A
Electro Dragon
Rage P.E.K.K.A
P.E.K.K.A
Arrows Hunter Electro Dragon
Goblin Machine
Rage

Defense Synergies 1 3

Arrows
P.E.K.K.A
Rage
Guards
Hunter Electro Dragon
Rune Giant
Hunter
Guards P.E.K.K.A
Electro Dragon
Guards
P.E.K.K.A
Arrows Hunter
Goblin Machine

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.

Electro Dragon
Hunter P.E.K.K.A Electro Dragon
Hunter P.E.K.K.A Electro Dragon
Hunter P.E.K.K.A Guards Electro Dragon
Arrows P.E.K.K.A
Arrows Guards Hunter Electro Dragon
Hunter Arrows Electro Dragon
Arrows Electro Dragon P.E.K.K.A
Hunter P.E.K.K.A
Guards Hunter
Guards Arrows Hunter Electro Dragon
Arrows Hunter Electro Dragon
Hunter P.E.K.K.A Guards Electro Dragon
Arrows Guards Hunter Electro Dragon P.E.K.K.A
P.E.K.K.A Hunter
Hunter P.E.K.K.A
Arrows Hunter Electro Dragon P.E.K.K.A
Arrows Guards Hunter Electro Dragon
Arrows Hunter Guards Electro Dragon
P.E.K.K.A Hunter
Arrows Guards Hunter Electro Dragon P.E.K.K.A
P.E.K.K.A 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
Arrows Hunter Electro Dragon
Guards P.E.K.K.A Hunter Electro Dragon
Guards Hunter P.E.K.K.A
P.E.K.K.A Guards Hunter
Arrows Hunter Electro Dragon
Guards P.E.K.K.A Hunter
P.E.K.K.A Hunter
Electro Dragon P.E.K.K.A
P.E.K.K.A Guards
P.E.K.K.A Guards Hunter Electro Dragon
P.E.K.K.A Arrows Guards
P.E.K.K.A Guards Hunter
Electro Dragon
Guards Electro Dragon Hunter P.E.K.K.A
Arrows Hunter Electro Dragon P.E.K.K.A
Arrows

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 Guards Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Guards
Arrows
Arrows Hunter Electro Dragon Goblin Machine
Arrows
Arrows Hunter Electro Dragon
Arrows Electro Dragon
Guards Electro Dragon
Arrows Electro Dragon Goblin Machine
Arrows Electro Dragon
Hunter
Arrows Electro Dragon
Arrows
Arrows Hunter Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Hunter Electro Dragon Goblin Machine
Arrows Electro Dragon Goblin Machine
Arrows
Arrows Electro Dragon
Arrows Hunter Electro Dragon Goblin Machine
Arrows Hunter Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Hunter Electro Dragon
Electro Dragon Guards
Arrows Hunter Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Guards Electro Dragon
Arrows Hunter Electro Dragon
Arrows
Hunter Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Guards
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon

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