My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 4 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Hunter Goblin Giant

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 Hunter Goblin Giant P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Giant

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.

Rune Giant Goblin 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Hunter

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 Rune Giant 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 Firecracker Guards Rune Giant Hunter Goblin Giant 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 1 8

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 Goblin Giant
Firecracker
Rune Giant Goblin Giant P.E.K.K.A
Rage
Goblin Giant
Guards
Rune Giant
Firecracker Hunter
Hunter
Rune Giant Goblin Giant P.E.K.K.A
Goblin Giant
Arrows Firecracker Rage Hunter
P.E.K.K.A
Arrows Firecracker Hunter

Defense Synergies 1 5

Arrows
P.E.K.K.A
Firecracker
Guards Hunter P.E.K.K.A
Rage
Guards
Hunter Firecracker
Rune Giant
Hunter
Guards Firecracker P.E.K.K.A
Goblin Giant
P.E.K.K.A
Arrows Firecracker Hunter

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 Goblin Giant
Hunter P.E.K.K.A Firecracker
Hunter P.E.K.K.A
Hunter P.E.K.K.A Firecracker Guards
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Guards Hunter
Hunter Arrows Firecracker
Arrows Goblin Giant P.E.K.K.A
Hunter P.E.K.K.A
Guards Firecracker Hunter
Guards Arrows Firecracker Hunter Goblin Giant
Arrows Hunter Firecracker
Hunter P.E.K.K.A Guards
Arrows Firecracker Guards Hunter P.E.K.K.A
P.E.K.K.A Hunter
Hunter P.E.K.K.A
Arrows Firecracker Hunter P.E.K.K.A
Arrows Firecracker Guards Hunter
Arrows Hunter Firecracker Guards
P.E.K.K.A Hunter
Arrows Firecracker Guards Hunter Goblin Giant P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Firecracker Hunter
Guards P.E.K.K.A Hunter Goblin Giant
Guards Hunter P.E.K.K.A Goblin Giant
P.E.K.K.A Guards Hunter Goblin Giant
Arrows Firecracker Hunter Goblin Giant
Guards P.E.K.K.A Hunter Goblin Giant
P.E.K.K.A Hunter Goblin Giant
P.E.K.K.A Firecracker
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Guards Hunter
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Guards Hunter Goblin Giant
Firecracker
Guards Firecracker Hunter Goblin Giant P.E.K.K.A
Arrows Firecracker Hunter 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 Guards
Arrows Firecracker
Arrows Goblin Giant
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Hunter Goblin Giant
Arrows Firecracker
Arrows Firecracker Hunter
Arrows Firecracker
Guards
Firecracker Arrows
Arrows Firecracker
Firecracker Hunter
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Hunter
Arrows Firecracker
Arrows
Arrows Firecracker Hunter
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Hunter
Arrows Firecracker Hunter
Arrows
Arrows Firecracker
Arrows Firecracker Hunter
Firecracker Guards
Arrows Hunter
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Guards
Arrows Firecracker Hunter
Arrows
Firecracker Hunter
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker Guards
Firecracker
Firecracker Goblin Giant
P.E.K.K.A
Firecracker

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