My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Missing cards in your collection

Little Prince

Deck tips

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash 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 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.

Flying Machine

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.

Flying Machine P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Void The Log

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel Void

Dropped at the bridge

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

Barbarians Flying Machine Hog Rider 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.

Hog Rider Goblin Barrel

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
Hog Rider Goblin Barrel Guards
Giant Snowball
Barbarians Flying Machine Hog Rider Goblin Barrel Guards
Zap
Flying Machine Goblin Barrel Guards
Barbarian Barrel
Barbarians Goblin Barrel Guards
The Log
Barbarians Hog Rider Goblin Barrel Guards
Earthquake
Barbarians Hog Rider Goblin Barrel Guards
Arrows
Flying Machine Goblin Barrel Guards
Royal Delivery
Barbarians Flying Machine Hog Rider Goblin Barrel Guards P.E.K.K.A
Fireball
Barbarians Flying Machine Hog Rider Goblin Barrel
Poison
Barbarians Flying Machine Guards
Lightning
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 P.E.K.K.A

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.

Goblin Barrel

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.

Barbarians Goblin Barrel

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 Goblin Barrel Guards Void Flying Machine Hog Rider Barbarians P.E.K.K.A

Shortest cycle

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

11 The Log Goblin Barrel Guards Void

Attack Synergies 1 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.

Barbarians
Hog Rider
Flying Machine
Hog Rider P.E.K.K.A
Hog Rider
The Log Barbarians Flying Machine Goblin Barrel Guards Void
Goblin Barrel
Hog Rider Guards P.E.K.K.A
Guards
Hog Rider Goblin Barrel The Log
Void
Hog Rider
P.E.K.K.A
Flying Machine Goblin Barrel The Log
The Log
Hog Rider Guards P.E.K.K.A

Defense Synergies 1 4

Barbarians
Flying Machine
Guards P.E.K.K.A The Log
Hog Rider
Goblin Barrel
Guards
Flying Machine The Log
Void
P.E.K.K.A
The Log Flying Machine
The Log
P.E.K.K.A Flying Machine Guards

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.

Flying Machine Void The Log
Barbarians P.E.K.K.A Flying Machine The Log
Barbarians P.E.K.K.A Void
Barbarians P.E.K.K.A Guards
Barbarians P.E.K.K.A The Log
The Log Flying Machine Guards
Flying Machine Void
Barbarians Flying Machine Void P.E.K.K.A The Log
Barbarians P.E.K.K.A
Guards Barbarians
Barbarians Guards Flying Machine The Log
Flying Machine
Barbarians P.E.K.K.A Flying Machine Guards The Log
Barbarians Guards P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians Flying Machine Guards The Log
The Log Barbarians Flying Machine Guards
Barbarians P.E.K.K.A
Barbarians Flying Machine Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Barbarians Guards Void P.E.K.K.A
Void Flying Machine The Log
Barbarians Guards P.E.K.K.A The Log
Guards P.E.K.K.A Barbarians The Log
Barbarians P.E.K.K.A Guards
Flying Machine
Guards P.E.K.K.A Barbarians Flying Machine Void
P.E.K.K.A Barbarians
Void P.E.K.K.A Barbarians Flying Machine The Log
P.E.K.K.A Barbarians Guards
P.E.K.K.A Barbarians Flying Machine Guards
P.E.K.K.A Barbarians Guards Void The Log
Barbarians P.E.K.K.A Guards
Barbarians Flying Machine
Barbarians Guards Flying Machine P.E.K.K.A The Log
Barbarians Flying Machine P.E.K.K.A The Log
Void

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.)

Void Flying Machine Guards The Log
Void Flying Machine The Log
Flying Machine Void The Log
Barbarians Flying Machine Guards Void The Log
The Log
Flying Machine
Flying Machine The Log
The Log Flying Machine
Void The Log Flying Machine
Guards Void
Void Flying Machine The Log
Void Flying Machine
Flying Machine Void The Log
Flying Machine Void
Flying Machine The Log
Flying Machine The Log
Flying Machine The Log
Void Flying Machine The Log
Flying Machine Void The Log
Void The Log
Void
Void The Log
Barbarians Flying Machine Void The Log
The Log
Void The Log Flying Machine
Void Flying Machine The Log
Void The Log
Flying Machine Void
Flying Machine Guards Void
Void
Void The Log
Void
P.E.K.K.A
The Log
Barbarians Flying Machine Guards Void
Flying Machine
The Log
Void Flying Machine
The Log Flying Machine
Void
Flying Machine P.E.K.K.A
Flying Machine Guards The Log
Flying Machine Void
Void Flying Machine The Log
P.E.K.K.A
Void
Void

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