My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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.

Firecracker Mother Witch

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.

Firecracker Rune Giant P.E.K.K.A Mother Witch

Offensive cards

Win conditions

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

Royal Hogs Rune Giant

Damage spells

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

Arrows The Log

Punishments

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

Royal Hogs

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.

Barbarians Royal Hogs 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 Royal Hogs

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
Royal Hogs
Giant Snowball
Barbarians Royal Hogs
Zap
Firecracker Royal Hogs
Barbarian Barrel
Firecracker Barbarians Royal Hogs
The Log
Firecracker Barbarians Royal Hogs
Earthquake
Firecracker Barbarians Royal Hogs
Arrows
Firecracker Royal Hogs
Royal Delivery
Firecracker Barbarians Royal Hogs P.E.K.K.A Mother Witch
Fireball
Firecracker Barbarians Royal Hogs Mother Witch
Poison
Firecracker Barbarians Royal Hogs Mother Witch
Lightning
Mother Witch
Rocket
Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Rune Giant P.E.K.K.A Mother Witch

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Arrows Firecracker Rune Giant Mother Witch Barbarians Royal Hogs P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Firecracker Rune Giant

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
Royal Hogs P.E.K.K.A Mother Witch
Firecracker
Royal Hogs P.E.K.K.A
Barbarians
Royal Hogs
Arrows Mother Witch Firecracker The Log
Rune Giant
P.E.K.K.A
Arrows Firecracker The Log Mother Witch
The Log
Royal Hogs P.E.K.K.A
Mother Witch
Royal Hogs Arrows P.E.K.K.A

Defense Synergies 2 5

Arrows
Barbarians P.E.K.K.A Mother Witch
Firecracker
The Log P.E.K.K.A
Barbarians
Arrows
Royal Hogs
Rune Giant
P.E.K.K.A
The Log Arrows Firecracker
The Log
Firecracker P.E.K.K.A Mother Witch
Mother Witch
Arrows The Log

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 The Log
Barbarians P.E.K.K.A Firecracker The Log
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Firecracker
Arrows Firecracker Barbarians P.E.K.K.A The Log
Arrows The Log Firecracker Mother Witch
Arrows Firecracker
Arrows Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A
Firecracker Barbarians
Barbarians Mother Witch Arrows Firecracker The Log
Arrows Firecracker
Barbarians P.E.K.K.A The Log
Arrows Firecracker Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A The Log
Barbarians Arrows Firecracker P.E.K.K.A
Arrows Firecracker Barbarians The Log
Arrows The Log Firecracker Barbarians Mother Witch
Barbarians P.E.K.K.A
Arrows Firecracker Barbarians P.E.K.K.A The Log Mother Witch
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians P.E.K.K.A
Arrows Firecracker The Log
Barbarians P.E.K.K.A The Log
P.E.K.K.A Barbarians The Log
Barbarians P.E.K.K.A
Arrows Firecracker Mother Witch
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Firecracker Barbarians The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Arrows Barbarians The Log
Barbarians P.E.K.K.A
Firecracker Barbarians
Barbarians Firecracker P.E.K.K.A The Log
Arrows Firecracker Barbarians P.E.K.K.A The Log Mother Witch
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 Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Barbarians The Log
Arrows Firecracker The Log
Arrows Firecracker Mother Witch
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log
Arrows Firecracker The Log Mother Witch
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows Firecracker The Log Mother Witch
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker Mother Witch
Firecracker
Arrows The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Barbarians
Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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