My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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!
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!

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.

Bomb Tower

Investments

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

Royal Giant Balloon P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Royal Giant Balloon Electro Giant

Damage spells

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

Rocket Tornado Lightning

Punishments

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

Royal Giant Balloon Electro Giant

Pump responses

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

Rocket Lightning

Dropped at the bridge

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

Royal Giant Balloon P.E.K.K.A Electro Giant

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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Rocket Tornado Electro Giant

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.

Rocket Tornado P.E.K.K.A Electro Giant

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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Tornado Bomb Tower Balloon Royal Giant Rocket Lightning P.E.K.K.A Electro Giant

Shortest cycle

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

18 Tornado Bomb Tower Balloon Royal Giant

Attack Synergies 5 4

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.

Royal Giant
Lightning Rocket Tornado
Bomb Tower
Rocket
Tornado Royal Giant Electro Giant
Tornado
Rocket P.E.K.K.A Electro Giant Royal Giant Balloon
Balloon
Tornado
Lightning
Royal Giant Electro Giant
P.E.K.K.A
Tornado
Electro Giant
Tornado Lightning Rocket

Defense Synergies 3 1

Royal Giant
Bomb Tower
Tornado
Rocket
Tornado
Tornado
Bomb Tower Rocket P.E.K.K.A Electro Giant
Balloon
Lightning
P.E.K.K.A
Tornado
Electro Giant
Tornado

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.

Rocket Lightning
Bomb Tower P.E.K.K.A
Bomb Tower Rocket Tornado P.E.K.K.A Lightning
Bomb Tower P.E.K.K.A
Lightning Bomb Tower Rocket Tornado P.E.K.K.A
Tornado Bomb Tower
Rocket Tornado Lightning Bomb Tower
Rocket Lightning Bomb Tower P.E.K.K.A Electro Giant
P.E.K.K.A Bomb Tower Tornado
Tornado
Bomb Tower Tornado Electro Giant
Tornado
Bomb Tower P.E.K.K.A Rocket Lightning
Bomb Tower Rocket Tornado P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Rocket Tornado Lightning P.E.K.K.A Electro Giant
Bomb Tower Tornado P.E.K.K.A
Bomb Tower Tornado
Bomb Tower Tornado
P.E.K.K.A Bomb Tower Tornado
Bomb Tower P.E.K.K.A Electro Giant
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

P.E.K.K.A Electro Giant
Bomb Tower Rocket Lightning
P.E.K.K.A Bomb Tower Rocket Lightning
Rocket Lightning P.E.K.K.A Tornado
P.E.K.K.A
Rocket Electro Giant Bomb Tower Tornado
Rocket P.E.K.K.A Bomb Tower Lightning
P.E.K.K.A Bomb Tower
Rocket Lightning P.E.K.K.A Bomb Tower Tornado
P.E.K.K.A
P.E.K.K.A Bomb Tower
Rocket Lightning P.E.K.K.A Tornado Electro Giant
Rocket Lightning P.E.K.K.A Bomb Tower
Bomb Tower Electro Giant
Electro Giant Bomb Tower Rocket Tornado Lightning P.E.K.K.A
Bomb Tower P.E.K.K.A Electro Giant
Bomb Tower

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.)

Lightning Rocket
Tornado
Rocket Lightning
Lightning Rocket
Rocket
Electro Giant Rocket Tornado
Tornado
Tornado Lightning
Tornado Lightning
Rocket Lightning Tornado
Rocket Lightning Tornado
Lightning Rocket Tornado
Rocket Lightning
Lightning Rocket
Lightning
Rocket Lightning
Lightning Rocket
Lightning Rocket Tornado
Rocket Lightning
Rocket Lightning
Rocket Lightning Tornado Electro Giant
Rocket Lightning
Rocket Lightning Tornado
Rocket Tornado Lightning
Rocket Lightning
Tornado Electro Giant
Tornado Lightning
Lightning Tornado
Rocket Lightning Tornado
Lightning Tornado Electro Giant
Rocket Lightning Electro Giant
Lightning
Lightning Rocket
Rocket Lightning
P.E.K.K.A
Rocket Lightning
Lightning Rocket
Rocket Lightning Tornado
Lightning Rocket
Lightning
Rocket Lightning Tornado Electro Giant
P.E.K.K.A
Electro Giant Rocket Tornado Lightning
Rocket Tornado Lightning
Lightning Rocket Tornado Electro Giant
P.E.K.K.A
Lightning Rocket

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