My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 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!
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.

Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

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

Elixir Golem Goblin Cage Electro Dragon P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem 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
Elixir Golem
Giant Snowball
Electro Dragon
Zap
Barbarian Barrel
Elixir Golem Goblin Cage
The Log
Elixir Golem Goblin Cage
Earthquake
Elixir Golem Goblin Cage
Arrows
Royal Delivery
Elixir Golem Goblin Cage Electro Dragon P.E.K.K.A
Fireball
Elixir Golem Goblin Cage Electro Dragon
Poison
Elixir Golem Goblin Cage Electro Dragon
Lightning
Goblin Cage Electro Dragon Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado 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.

Arrows Elixir Golem Rage 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.

Rage Arrows Elixir Golem Tornado Goblin Cage Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Elixir Golem Tornado

Attack Synergies 3 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
P.E.K.K.A Elixir Golem
Elixir Golem
Rage Arrows Tornado Electro Dragon
Goblin Cage
Rage
Elixir Golem Electro Dragon
Tornado
P.E.K.K.A Elixir Golem Electro Dragon
Electro Dragon
Elixir Golem Rage Tornado P.E.K.K.A
P.E.K.K.A
Arrows Tornado Electro Dragon
Goblinstein

Defense Synergies 1 5

Arrows
Tornado P.E.K.K.A
Elixir Golem
Goblin Cage
Tornado Electro Dragon
Rage
Tornado
P.E.K.K.A Arrows Goblin Cage Electro Dragon
Electro Dragon
Goblin Cage Tornado
P.E.K.K.A
Tornado Arrows
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.

Goblin Cage Electro Dragon
P.E.K.K.A Goblin Cage Electro Dragon
Goblin Cage Tornado P.E.K.K.A Electro Dragon
Goblin Cage P.E.K.K.A Electro Dragon
Arrows Goblin Cage Tornado P.E.K.K.A
Arrows Tornado Electro Dragon
Tornado Arrows Goblin Cage Electro Dragon
Arrows Goblin Cage Electro Dragon P.E.K.K.A
P.E.K.K.A Goblin Cage Tornado
Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Goblin Cage P.E.K.K.A Electro Dragon
Arrows Goblin Cage Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A Goblin Cage
Tornado Goblin Cage P.E.K.K.A
Arrows Goblin Cage Tornado Electro Dragon P.E.K.K.A
Arrows Goblin Cage Tornado Electro Dragon
Arrows Goblin Cage Tornado Electro Dragon
P.E.K.K.A Goblin Cage Tornado
Arrows Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Goblin Cage P.E.K.K.A
Arrows Electro Dragon
P.E.K.K.A Goblin Cage Electro Dragon
P.E.K.K.A Goblin Cage Tornado
P.E.K.K.A Goblin Cage
Arrows Tornado Electro Dragon
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage Electro Dragon
P.E.K.K.A Arrows Goblin Cage Tornado
P.E.K.K.A Goblin Cage
Goblin Cage Electro Dragon
Electro Dragon Goblin Cage Tornado P.E.K.K.A
Arrows Goblin Cage Electro Dragon P.E.K.K.A
Arrows Goblin Cage

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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Electro Dragon
Arrows Tornado Electro Dragon
Arrows
Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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