My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Archers Firecracker Electro Wizard

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.

Archers Firecracker Rune Giant P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Tornado Poison

Pump responses

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

Poison

Dropped at the bridge

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

Rune Giant 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.

Firecracker Electro Wizard

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
Archers
Giant Snowball
Archers
Zap
Archers Firecracker
Barbarian Barrel
Archers Firecracker Electro Wizard
The Log
Archers Firecracker
Earthquake
Archers Firecracker
Arrows
Archers Firecracker
Royal Delivery
Archers Firecracker P.E.K.K.A Electro Wizard
Fireball
Archers Firecracker Electro Wizard
Poison
Archers Firecracker Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Poison

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.

Tornado Poison Rune Giant P.E.K.K.A

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.

Electro Wizard

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.

Berserker Archers Firecracker Tornado Poison Rune Giant Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Berserker Archers Firecracker Tornado

Attack Synergies 4 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.

Berserker
Rune Giant
Archers
Rune Giant P.E.K.K.A
Firecracker
Tornado P.E.K.K.A
Tornado
P.E.K.K.A Firecracker Poison
Poison
P.E.K.K.A Tornado
Rune Giant
Berserker Archers Electro Wizard
P.E.K.K.A
Tornado Poison Electro Wizard Archers Firecracker
Electro Wizard
P.E.K.K.A Rune Giant

Defense Synergies 1 11

Berserker
Archers
Firecracker Tornado P.E.K.K.A Electro Wizard
Firecracker
Archers Tornado P.E.K.K.A Electro Wizard
Tornado
P.E.K.K.A Archers Firecracker Poison Electro Wizard
Poison
Tornado Electro Wizard
Rune Giant
P.E.K.K.A
Tornado Archers Firecracker Electro Wizard
Electro Wizard
Archers Firecracker Tornado Poison P.E.K.K.A

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.

Firecracker Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Tornado P.E.K.K.A Archers Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Firecracker Tornado Poison P.E.K.K.A
Tornado Archers Firecracker Electro Wizard
Tornado Electro Wizard Archers Firecracker Poison
Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Tornado Archers Firecracker Electro Wizard
Berserker Archers Poison Electro Wizard Firecracker Tornado
Archers Firecracker Tornado Poison Electro Wizard
P.E.K.K.A Electro Wizard
Firecracker Tornado Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Firecracker Tornado Poison P.E.K.K.A Electro Wizard
Archers Firecracker Tornado Electro Wizard
Tornado Poison Archers Firecracker Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Archers Firecracker Poison P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Archers P.E.K.K.A Electro Wizard
Poison Electro Wizard Archers Firecracker
P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A
Firecracker Poison Archers Tornado Electro Wizard
P.E.K.K.A Archers Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker Tornado Poison
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado Poison Electro Wizard
P.E.K.K.A
Archers Firecracker
Electro Wizard Archers Firecracker Tornado Poison P.E.K.K.A
Poison Archers Firecracker P.E.K.K.A Electro Wizard
Electro Wizard

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.)

Poison Firecracker
Firecracker Poison Tornado Electro Wizard
Poison
Firecracker Poison
Poison Firecracker
Firecracker Poison Tornado
Archers Firecracker Tornado Poison
Poison Firecracker Tornado
Poison Firecracker Tornado
Tornado Poison Electro Wizard
Firecracker Poison Tornado Electro Wizard
Poison Archers Firecracker Tornado
Poison Firecracker
Firecracker Poison
Firecracker Poison
Firecracker Poison
Firecracker Poison
Tornado Poison
Archers Firecracker Poison Electro Wizard
Firecracker Tornado Poison
Poison
Tornado Poison
Tornado
Poison
Firecracker Tornado Poison
Firecracker Poison Tornado Electro Wizard
Tornado Poison
Poison Firecracker Tornado
Poison Archers Firecracker Tornado Electro Wizard
Electro Wizard Firecracker Poison
Poison
Firecracker Poison Electro Wizard
P.E.K.K.A
Firecracker Poison
Electro Wizard Archers
Poison Archers Firecracker Tornado Electro Wizard
Poison Firecracker Electro Wizard
Firecracker Poison
Tornado Poison
Firecracker P.E.K.K.A
Firecracker Tornado Poison Electro Wizard
Firecracker Tornado Poison Electro Wizard
Poison Firecracker Tornado Electro Wizard
P.E.K.K.A
Firecracker
Poison

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: