My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

Investments

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

Elixir Collector P.E.K.K.A

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.

Arrows Goblin Curse Tornado Freeze The Log

Pump responses

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

Elixir Collector

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

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
Goblin Curse
Giant Snowball
Goblin Curse
Zap
Goblin Curse
Barbarian Barrel
Goblin Curse
The Log
Goblin Curse
Earthquake
Elixir Collector
Arrows
Goblin Curse
Royal Delivery
P.E.K.K.A
Fireball
Elixir Collector
Poison
Elixir Collector Goblin Curse
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Freeze 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.

Arrows Elixir Collector Goblin Curse Tornado Freeze 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.

Mirror Goblin Curse The Log Arrows Tornado Freeze Elixir Collector P.E.K.K.A

Shortest cycle

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

7 Mirror Goblin Curse The Log Arrows

Attack Synergies 6 6

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
Mirror Goblin Curse P.E.K.K.A Freeze
Elixir Collector
Mirror
Arrows The Log Tornado Freeze
Goblin Curse
Arrows The Log
Tornado
P.E.K.K.A Mirror Freeze The Log
Freeze
Arrows Mirror Tornado
P.E.K.K.A
Arrows Tornado The Log
The Log
Mirror Goblin Curse Tornado P.E.K.K.A

Defense Synergies 4 4

Arrows
Mirror Tornado P.E.K.K.A
Elixir Collector
Mirror
Arrows Tornado The Log
Goblin Curse
Tornado
Mirror P.E.K.K.A Arrows The Log
Freeze
P.E.K.K.A
Tornado The Log Arrows
The Log
P.E.K.K.A Mirror 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.

The Log
P.E.K.K.A Goblin Curse The Log
Tornado P.E.K.K.A Goblin Curse Freeze
P.E.K.K.A Goblin Curse
Arrows Tornado P.E.K.K.A The Log
Arrows Tornado Freeze The Log
Tornado Arrows Goblin Curse Freeze
Arrows P.E.K.K.A The Log
P.E.K.K.A Goblin Curse Tornado
Tornado
Goblin Curse Arrows Tornado Freeze The Log
Arrows Goblin Curse Tornado
P.E.K.K.A Goblin Curse Freeze The Log
Arrows Goblin Curse Tornado Freeze P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Tornado Goblin Curse Freeze P.E.K.K.A The Log
Arrows Tornado P.E.K.K.A
Arrows Tornado The Log
Arrows Tornado Freeze The Log Goblin Curse
P.E.K.K.A Goblin Curse Tornado
Arrows Goblin Curse P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Arrows The Log
P.E.K.K.A The Log
P.E.K.K.A Tornado The Log
P.E.K.K.A Goblin Curse
Arrows Goblin Curse Tornado Freeze
P.E.K.K.A
P.E.K.K.A Goblin Curse
Freeze P.E.K.K.A Tornado The Log
P.E.K.K.A Goblin Curse
P.E.K.K.A
P.E.K.K.A Arrows Tornado The Log
P.E.K.K.A Goblin Curse
Goblin Curse
Tornado Freeze P.E.K.K.A The Log
Arrows Goblin Curse Freeze P.E.K.K.A The Log
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 Freeze The Log
Arrows Goblin Curse Tornado The Log
Arrows The Log
Arrows Freeze The Log
Arrows Goblin Curse The Log
Arrows Goblin Curse Tornado Freeze
Arrows Tornado The Log
Arrows The Log Goblin Curse Tornado Freeze
Arrows The Log Tornado
Tornado
Arrows Tornado The Log
Arrows Goblin Curse Tornado
The Log
Arrows Freeze
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Tornado Freeze
Arrows The Log
Arrows Goblin Curse Tornado The Log
The Log
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Goblin Curse Tornado Freeze The Log
Arrows The Log Tornado
Arrows Tornado The Log
Arrows Goblin Curse Tornado The Log
Arrows Goblin Curse Tornado
Freeze
Arrows The Log
Arrows Freeze
P.E.K.K.A
Arrows Goblin Curse The Log
Freeze
Arrows Goblin Curse Tornado
Freeze
Arrows The Log
Arrows The Log
Arrows Tornado
P.E.K.K.A
Tornado Freeze The Log
Tornado
Tornado Freeze The Log
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: