My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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.

Missing

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 Fisherman 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.

Zap Tornado

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Hunter Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Hunter Electro Dragon

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.

Zap Guards Tornado Fisherman Hunter Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Zap Guards Tornado Fisherman

Attack Synergies 4 10

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
Tornado P.E.K.K.A Guards Hunter Electro Dragon Fisherman
Guards
Zap
Tornado
Zap P.E.K.K.A Hunter Electro Dragon
Hunter
Fisherman Zap Tornado P.E.K.K.A
Electro Dragon
Zap Tornado P.E.K.K.A Fisherman
P.E.K.K.A
Zap Tornado Hunter Electro Dragon Fisherman
Fisherman
Hunter Zap Electro Dragon P.E.K.K.A
Goblinstein

Defense Synergies 4 12

Zap
Guards Tornado Hunter Electro Dragon P.E.K.K.A Fisherman
Guards
Hunter Fisherman Zap Electro Dragon
Tornado
P.E.K.K.A Zap Hunter Electro Dragon
Hunter
Guards Fisherman Zap Tornado P.E.K.K.A
Electro Dragon
Zap Guards Tornado Fisherman
P.E.K.K.A
Tornado Zap Hunter Fisherman
Fisherman
Guards Hunter Zap Electro Dragon P.E.K.K.A
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.

Zap Electro Dragon
Hunter P.E.K.K.A Zap Electro Dragon Fisherman
Tornado Hunter P.E.K.K.A Fisherman Electro Dragon
Hunter P.E.K.K.A Guards Electro Dragon Fisherman
Tornado P.E.K.K.A
Tornado Zap Guards Hunter Electro Dragon
Tornado Hunter Zap Electro Dragon
Zap Electro Dragon P.E.K.K.A
Hunter P.E.K.K.A Tornado Fisherman
Guards Tornado Hunter Fisherman
Guards Zap Tornado Hunter Electro Dragon Fisherman
Hunter Zap Tornado Electro Dragon
Hunter P.E.K.K.A Zap Guards Electro Dragon
Zap Guards Tornado Hunter Electro Dragon P.E.K.K.A
P.E.K.K.A Hunter
Tornado Zap Hunter P.E.K.K.A Fisherman
Tornado Hunter Electro Dragon P.E.K.K.A Fisherman
Zap Guards Tornado Hunter Electro Dragon Fisherman
Zap Tornado Hunter Guards Electro Dragon Fisherman
P.E.K.K.A Tornado Hunter Fisherman
Guards Hunter Electro Dragon P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Fisherman
Zap Hunter Electro Dragon Fisherman
Guards P.E.K.K.A Zap Hunter Electro Dragon Fisherman
Guards Hunter P.E.K.K.A Zap Tornado Fisherman
P.E.K.K.A Guards Hunter Fisherman
Zap Tornado Hunter Electro Dragon
Guards P.E.K.K.A Hunter
P.E.K.K.A Hunter Fisherman
Zap Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards Hunter Electro Dragon
P.E.K.K.A Zap Guards Tornado
P.E.K.K.A Guards Hunter
Electro Dragon
Guards Electro Dragon Zap Tornado Hunter P.E.K.K.A Fisherman
Zap Hunter Electro Dragon P.E.K.K.A
Zap

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
Zap Tornado Electro Dragon Fisherman
Electro Dragon
Guards
Zap
Zap Tornado Hunter Electro Dragon
Tornado
Zap Tornado Hunter Electro Dragon
Zap Tornado Electro Dragon Fisherman
Guards Tornado Electro Dragon Fisherman
Zap Tornado Electro Dragon Fisherman
Zap Tornado Electro Dragon
Hunter Fisherman
Electro Dragon Fisherman
Zap Fisherman
Zap Hunter Electro Dragon
Electro Dragon
Tornado
Fisherman
Zap Hunter Electro Dragon Fisherman
Zap Tornado Electro Dragon
Tornado
Tornado Fisherman
Zap Electro Dragon
Zap Tornado Hunter Electro Dragon
Fisherman
Zap Tornado Hunter Electro Dragon Fisherman
Zap Tornado Electro Dragon Fisherman
Zap Tornado Fisherman
Zap Tornado Hunter Electro Dragon
Zap Electro Dragon Guards
Zap Hunter Electro Dragon
Zap Electro Dragon
P.E.K.K.A
Zap Guards Electro Dragon
Zap Tornado Hunter Electro Dragon
Hunter Electro Dragon
Zap Electro Dragon
Zap Tornado
Electro Dragon P.E.K.K.A
Zap Electro Dragon Guards Tornado
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado
P.E.K.K.A
Electro Dragon

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