My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Knight Rune Giant P.E.K.K.A Lumberjack Goblinstein

Offensive cards

Win conditions

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

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.

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.

Knight Rune Giant 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.

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
Giant Snowball
Lumberjack
Zap
Barbarian Barrel
Knight Lumberjack
The Log
Lumberjack
Earthquake
Arrows
Royal Delivery
Knight P.E.K.K.A Lumberjack
Fireball
Lumberjack
Poison
Lightning
Knight Lumberjack Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight 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.

Berserker The Log Arrows Knight Rune Giant Lumberjack Goblinstein P.E.K.K.A

Shortest cycle

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

10 Berserker The Log Arrows Knight

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.

Berserker
Rune Giant
Arrows
P.E.K.K.A Knight Lumberjack
Knight
Arrows The Log Lumberjack
Rune Giant
Berserker Lumberjack
P.E.K.K.A
Arrows Goblinstein The Log Lumberjack
The Log
Knight P.E.K.K.A Lumberjack
Lumberjack
Rune Giant Arrows Knight P.E.K.K.A The Log
Goblinstein
P.E.K.K.A

Defense Synergies 2 6

Berserker
Arrows
Knight P.E.K.K.A Lumberjack
Knight
Arrows The Log Lumberjack
Rune Giant
P.E.K.K.A
The Log Goblinstein Arrows
The Log
P.E.K.K.A Knight Lumberjack
Lumberjack
Arrows Knight The Log
Goblinstein
P.E.K.K.A

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.

Knight The Log
P.E.K.K.A Lumberjack Knight The Log
P.E.K.K.A Lumberjack Knight
P.E.K.K.A Lumberjack Knight
Arrows P.E.K.K.A The Log Lumberjack
Arrows The Log Lumberjack
Arrows
Arrows P.E.K.K.A The Log
P.E.K.K.A Lumberjack
Knight Lumberjack
Berserker Arrows Knight The Log Lumberjack
Arrows
P.E.K.K.A Lumberjack Knight The Log
Arrows P.E.K.K.A The Log Lumberjack
P.E.K.K.A Knight Lumberjack
P.E.K.K.A The Log Lumberjack Goblinstein
Arrows Knight P.E.K.K.A Lumberjack
Arrows Knight The Log Lumberjack
Arrows The Log Knight Lumberjack
P.E.K.K.A Lumberjack
Arrows Knight P.E.K.K.A The Log Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack P.E.K.K.A
Arrows Knight The Log Lumberjack
P.E.K.K.A Lumberjack Knight The Log
P.E.K.K.A Lumberjack Knight The Log
P.E.K.K.A Knight Lumberjack
Arrows Goblinstein
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Goblinstein Knight The Log
P.E.K.K.A
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Arrows The Log
P.E.K.K.A Knight Lumberjack
Knight P.E.K.K.A The Log Lumberjack Goblinstein
Arrows P.E.K.K.A The Log
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 Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Arrows The Log Goblinstein
Arrows Goblinstein
Arrows The Log
Arrows The Log
Arrows The Log
Lumberjack
Arrows Knight The Log
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Goblinstein
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Goblinstein
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Goblinstein
Arrows
Arrows The Log
Knight Lumberjack
Arrows The Log
Arrows
P.E.K.K.A
The Log
The Log
P.E.K.K.A

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