My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Tornado The Log

Punishments

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

Goblin Gang Bandit

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.

Goblin Gang P.E.K.K.A Bandit

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.

Bandit

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
Archers Goblin Gang Bandit
Giant Snowball
Archers Cannon Goblin Gang
Zap
Archers Cannon Goblin Gang Bandit
Barbarian Barrel
Archers Cannon Goblin Gang Bandit
The Log
Archers Cannon Goblin Gang Bandit
Earthquake
Archers Cannon Goblin Gang
Arrows
Archers Goblin Gang
Royal Delivery
Archers Goblin Gang P.E.K.K.A Bandit
Fireball
Archers Cannon Goblin Gang Bandit
Poison
Archers Cannon Goblin Gang
Lightning
Cannon Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado 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 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.

Goblin Gang

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Arrows Cannon Goblin Gang Tornado Bandit P.E.K.K.A

Shortest cycle

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

11 The Log Archers Arrows Cannon

Attack Synergies 2 9

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.

Archers
Arrows P.E.K.K.A Bandit
Arrows
P.E.K.K.A Archers Bandit
Cannon
Goblin Gang
P.E.K.K.A Bandit
Tornado
P.E.K.K.A The Log
P.E.K.K.A
Arrows Tornado Archers Goblin Gang The Log
The Log
Tornado P.E.K.K.A Bandit
Bandit
Archers Arrows Goblin Gang The Log

Defense Synergies 3 17

Archers
Cannon Goblin Gang Tornado P.E.K.K.A The Log Bandit
Arrows
Cannon Tornado P.E.K.K.A Bandit
Cannon
The Log Archers Arrows Goblin Gang Bandit
Goblin Gang
Archers Cannon P.E.K.K.A The Log Bandit
Tornado
P.E.K.K.A Archers Arrows The Log
P.E.K.K.A
Tornado The Log Archers Arrows Goblin Gang
The Log
Cannon P.E.K.K.A Archers Goblin Gang Tornado Bandit
Bandit
Archers Arrows Cannon Goblin Gang The Log

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.

Cannon The Log
P.E.K.K.A Cannon Goblin Gang The Log Bandit
Cannon Goblin Gang Tornado P.E.K.K.A Archers Bandit
Cannon P.E.K.K.A Goblin Gang Bandit
Arrows Tornado P.E.K.K.A The Log
Arrows Goblin Gang Tornado The Log Archers Cannon Bandit
Tornado Archers Arrows Cannon Goblin Gang
Arrows Cannon P.E.K.K.A The Log Bandit
Cannon P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Archers Cannon Bandit
Archers Goblin Gang Arrows Cannon Tornado The Log Bandit
Arrows Archers Goblin Gang Tornado
Cannon P.E.K.K.A Goblin Gang The Log Bandit
Arrows Cannon Goblin Gang Tornado P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang Bandit
Tornado Cannon Goblin Gang P.E.K.K.A The Log Bandit
Arrows Cannon Goblin Gang Tornado P.E.K.K.A
Arrows Cannon Archers Goblin Gang Tornado The Log Bandit
Arrows Tornado The Log Archers Cannon Bandit
P.E.K.K.A Cannon Tornado
Goblin Gang Archers Arrows Cannon P.E.K.K.A The Log Bandit
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Goblin Gang Archers P.E.K.K.A Bandit
Bandit Archers Arrows Goblin Gang The Log
Goblin Gang P.E.K.K.A Bandit The Log
Goblin Gang P.E.K.K.A Tornado The Log Bandit
P.E.K.K.A Cannon Goblin Gang Bandit
Arrows Archers Goblin Gang Tornado
Goblin Gang P.E.K.K.A Archers Bandit
P.E.K.K.A
P.E.K.K.A Tornado The Log Bandit
P.E.K.K.A Cannon Goblin Gang
P.E.K.K.A
P.E.K.K.A Arrows Tornado The Log
P.E.K.K.A Cannon Goblin Gang Bandit
Archers Cannon
Goblin Gang Archers Tornado P.E.K.K.A The Log
Arrows Archers Cannon P.E.K.K.A The Log
Arrows Cannon

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 The Log Bandit
Arrows Tornado The Log Bandit
Arrows The Log Bandit
Arrows The Log
Arrows The Log
Arrows Tornado
Archers Arrows Tornado The Log
Arrows The Log Tornado
Arrows The Log Tornado Bandit
Goblin Gang Tornado
Arrows Tornado The Log Bandit
Archers Arrows Tornado
The Log Bandit
Arrows Bandit
Arrows The Log
Arrows The Log Bandit
Arrows The Log Bandit
Arrows Tornado
Archers Arrows The Log Bandit
Arrows Tornado The Log
The Log
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Tornado The Log
Arrows The Log Tornado Bandit
Arrows Tornado The Log Bandit
Arrows Tornado The Log Bandit
Archers Arrows Tornado
Arrows The Log Bandit
Arrows
P.E.K.K.A
Arrows The Log
Archers Goblin Gang Bandit
Archers Arrows Tornado
Arrows The Log
Goblin Gang
Arrows The Log
Arrows Tornado
P.E.K.K.A
Goblin Gang Tornado The Log
Tornado
Tornado The Log Bandit
P.E.K.K.A

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