My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Battle Ram Elixir Collector Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Tornado

Punishments

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

Battle Ram

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians Battle Ram Battle Healer 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.

Electro Dragon

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
Battle Ram Guards
Giant Snowball
Barbarians Battle Ram Guards Electro Dragon
Zap
Battle Ram Guards
Barbarian Barrel
Barbarians Battle Ram Guards
The Log
Barbarians Battle Ram Guards
Earthquake
Barbarians Elixir Collector Guards
Arrows
Guards
Royal Delivery
Barbarians Battle Ram Battle Healer Guards Electro Dragon P.E.K.K.A
Fireball
Barbarians Battle Ram Battle Healer Elixir Collector Electro Dragon
Poison
Barbarians Battle Healer Elixir Collector Guards Electro Dragon
Lightning
Battle Ram Battle Healer Elixir Collector Electro Dragon
Rocket
Barbarians Battle Healer Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Battle Ram Battle Healer Elixir Collector Guards Tornado 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Tornado Battle Ram Battle Healer Barbarians Electro Dragon Elixir Collector P.E.K.K.A

Shortest cycle

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

14 Guards Tornado Battle Ram Battle Healer

Attack Synergies 2 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.

Barbarians
Battle Healer
Battle Ram
Battle Healer Tornado P.E.K.K.A
Battle Healer
Electro Dragon Barbarians Battle Ram Tornado
Elixir Collector
Guards
Tornado
P.E.K.K.A Battle Ram Battle Healer Electro Dragon
Electro Dragon
Battle Healer Tornado P.E.K.K.A
P.E.K.K.A
Tornado Battle Ram Electro Dragon

Defense Synergies 2 3

Barbarians
Battle Ram
Battle Healer
Electro Dragon Tornado
Elixir Collector
Guards
Electro Dragon
Tornado
P.E.K.K.A Battle Healer Electro Dragon
Electro Dragon
Battle Healer Guards Tornado
P.E.K.K.A
Tornado

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.

Electro Dragon
Barbarians P.E.K.K.A Battle Healer Electro Dragon
Barbarians Tornado P.E.K.K.A Electro Dragon
Barbarians P.E.K.K.A Guards Electro Dragon
Barbarians Battle Healer Tornado P.E.K.K.A
Tornado Guards Electro Dragon
Tornado Electro Dragon
Barbarians Battle Healer Electro Dragon P.E.K.K.A
Barbarians P.E.K.K.A Tornado
Guards Tornado Barbarians Battle Healer
Barbarians Guards Tornado Electro Dragon
Tornado Electro Dragon
Barbarians P.E.K.K.A Battle Healer Guards Electro Dragon
Barbarians Guards Tornado Electro Dragon P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Tornado P.E.K.K.A
Barbarians Tornado Electro Dragon P.E.K.K.A
Barbarians Battle Healer Guards Tornado Electro Dragon
Tornado Barbarians Battle Healer Guards Electro Dragon
Barbarians P.E.K.K.A Tornado
Barbarians Battle Healer Guards Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Guards Battle Healer P.E.K.K.A
Battle Healer Electro Dragon
Barbarians Guards P.E.K.K.A Battle Healer Electro Dragon
Guards P.E.K.K.A Barbarians Battle Healer Tornado
Barbarians P.E.K.K.A Battle Healer Guards
Tornado Electro Dragon
Guards P.E.K.K.A Barbarians Battle Healer
P.E.K.K.A Barbarians Battle Healer
Electro Dragon P.E.K.K.A Barbarians Tornado
P.E.K.K.A Barbarians Guards
P.E.K.K.A Barbarians Guards Electro Dragon
P.E.K.K.A Barbarians Guards Tornado
Barbarians P.E.K.K.A Guards
Barbarians Electro Dragon
Barbarians Guards Electro Dragon Battle Healer Tornado P.E.K.K.A
Barbarians Battle Healer Electro Dragon P.E.K.K.A

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.)

Guards Electro Dragon
Tornado Electro Dragon
Electro Dragon
Barbarians Guards
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Tornado Electro Dragon
Guards Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado
Tornado
Barbarians Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Electro Dragon Guards
Electro Dragon
Electro Dragon
P.E.K.K.A
Barbarians Guards Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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