My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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.

Firecracker

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 Royal Giant Prince P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage Lightning

Punishments

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

Royal Giant Prince

Pump responses

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

Lightning

Dropped at the bridge

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

Royal Giant Prince 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

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

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

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 Rage Guards Prince 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.

Royal Giant

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.

Rage Arrows Firecracker Guards Prince Royal Giant Lightning P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Firecracker Guards

Attack Synergies 4 7

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 Giant P.E.K.K.A Prince Lightning
Firecracker
Royal Giant Prince P.E.K.K.A
Royal Giant
Arrows Firecracker Lightning Guards
Rage
Prince
Guards
Royal Giant
Prince
Arrows Firecracker Rage Lightning
Lightning
Royal Giant Arrows Prince
P.E.K.K.A
Arrows Firecracker

Defense Synergies 0 7

Arrows
Prince Lightning P.E.K.K.A
Firecracker
Guards Prince P.E.K.K.A
Royal Giant
Rage
Guards
Firecracker Prince
Prince
Arrows Firecracker Guards
Lightning
Arrows
P.E.K.K.A
Arrows Firecracker

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.

Lightning Firecracker
P.E.K.K.A Firecracker Prince
Prince P.E.K.K.A Lightning
Prince P.E.K.K.A Firecracker Guards
Lightning Arrows Firecracker Prince P.E.K.K.A
Arrows Firecracker Guards
Lightning Arrows Firecracker
Lightning Arrows P.E.K.K.A
P.E.K.K.A Prince
Guards Firecracker Prince
Guards Arrows Firecracker
Arrows Firecracker
Prince P.E.K.K.A Guards Lightning
Arrows Firecracker Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Prince Lightning P.E.K.K.A
Arrows Firecracker Prince P.E.K.K.A
Arrows Firecracker Guards Prince
Arrows Firecracker Guards
P.E.K.K.A Prince
Arrows Firecracker Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Guards Prince P.E.K.K.A
Arrows Firecracker Prince Lightning
Guards P.E.K.K.A Prince Lightning
Guards Prince Lightning P.E.K.K.A
P.E.K.K.A Guards Prince
Arrows Firecracker
Guards Prince P.E.K.K.A Lightning
P.E.K.K.A Prince
Lightning P.E.K.K.A Firecracker Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
Lightning P.E.K.K.A Arrows Guards Prince
Prince Lightning P.E.K.K.A Guards
Firecracker
Guards Firecracker Prince Lightning P.E.K.K.A
Arrows Firecracker P.E.K.K.A
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.)

Lightning Arrows Firecracker Guards
Arrows Firecracker
Lightning Arrows
Lightning Arrows Firecracker Guards Prince
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Lightning
Arrows Firecracker Lightning
Lightning Guards Prince
Firecracker Lightning Arrows Prince
Lightning Arrows Firecracker
Lightning Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker Prince
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows
Lightning
Lightning Arrows Firecracker Prince
Lightning Arrows Firecracker
Lightning Prince
Lightning Arrows
Prince Lightning
Lightning Arrows
Arrows Firecracker
Arrows Firecracker Lightning
Lightning Arrows Prince
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Firecracker Guards
Lightning
Lightning Arrows
Lightning Arrows Firecracker
P.E.K.K.A Prince
Arrows Firecracker Lightning
Lightning Guards Prince
Lightning Arrows Firecracker
Arrows
Lightning Firecracker Prince
Arrows Firecracker Lightning
Lightning Arrows
Firecracker Prince P.E.K.K.A
Firecracker Guards Lightning
Firecracker Lightning
Lightning Firecracker Prince
Prince P.E.K.K.A
Lightning Firecracker

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