My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 Electro Dragon

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 Electro Dragon P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Royal Hogs

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.

Royal Hogs Lumberjack

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.

Royal Hogs P.E.K.K.A Lumberjack

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 Electro Dragon Lumberjack

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
Royal Hogs Electro Dragon Lumberjack
Zap
Firecracker Royal Hogs
Barbarian Barrel
Firecracker Royal Hogs Lumberjack
The Log
Firecracker Royal Hogs Lumberjack
Earthquake
Firecracker Royal Hogs
Arrows
Firecracker Royal Hogs
Royal Delivery
Firecracker Royal Hogs Electro Dragon P.E.K.K.A Lumberjack
Fireball
Firecracker Royal Hogs Electro Dragon Lumberjack
Poison
Firecracker Royal Hogs Electro Dragon
Lightning
Electro Dragon Lumberjack
Rocket
Royal Hogs Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 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.

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 Tornado Lumberjack Royal Hogs Electro Dragon P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Firecracker Tornado

Attack Synergies 3 10

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 Lumberjack
Firecracker
Royal Hogs Tornado P.E.K.K.A Lumberjack
Royal Hogs
Arrows Firecracker Lumberjack
Rage
Electro Dragon
Tornado
P.E.K.K.A Firecracker Electro Dragon
Electro Dragon
Rage Tornado P.E.K.K.A
P.E.K.K.A
Arrows Tornado Firecracker Electro Dragon Lumberjack
Lumberjack
Arrows Firecracker Royal Hogs P.E.K.K.A

Defense Synergies 1 9

Arrows
Tornado P.E.K.K.A Lumberjack
Firecracker
Tornado Electro Dragon P.E.K.K.A Lumberjack
Royal Hogs
Rage
Tornado
P.E.K.K.A Arrows Firecracker Electro Dragon
Electro Dragon
Firecracker Tornado Lumberjack
P.E.K.K.A
Tornado Arrows Firecracker
Lumberjack
Arrows Firecracker Electro Dragon

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

Counters to secondary win conditions

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

Lumberjack P.E.K.K.A
Arrows Firecracker Electro Dragon Lumberjack
P.E.K.K.A Lumberjack Electro Dragon
P.E.K.K.A Lumberjack Tornado
P.E.K.K.A Lumberjack
Arrows Firecracker Tornado Electro Dragon
P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Electro Dragon P.E.K.K.A Firecracker Tornado
P.E.K.K.A
P.E.K.K.A Electro Dragon Lumberjack
P.E.K.K.A Arrows Tornado
P.E.K.K.A Lumberjack
Firecracker Electro Dragon
Electro Dragon Firecracker Tornado P.E.K.K.A Lumberjack
Arrows Firecracker Electro Dragon 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.)

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

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