My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Hunter

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.

Firecracker Hunter P.E.K.K.A Goblinstein

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 The Log

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.

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
Cannon Guards
Zap
Cannon Firecracker Guards
Barbarian Barrel
Cannon Firecracker Guards Hunter
The Log
Cannon Firecracker Guards Hunter
Earthquake
Cannon Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Guards Hunter P.E.K.K.A
Fireball
Cannon Firecracker Hunter
Poison
Cannon Firecracker Guards Hunter
Lightning
Cannon Hunter Goblinstein
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 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 Guards 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.

The Log Arrows Cannon Firecracker Guards Hunter Goblinstein P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Cannon Firecracker

Attack Synergies 1 4

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
Cannon
Firecracker
P.E.K.K.A
Guards
The Log
Hunter
P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Hunter The Log
The Log
Guards P.E.K.K.A
Goblinstein

Defense Synergies 4 11

Arrows
Cannon P.E.K.K.A
Cannon
The Log Arrows Firecracker Guards Hunter
Firecracker
The Log Cannon Guards Hunter P.E.K.K.A
Guards
Hunter Cannon Firecracker The Log
Hunter
Guards Cannon Firecracker P.E.K.K.A The Log
P.E.K.K.A
The Log Arrows Firecracker Hunter
The Log
Cannon Firecracker P.E.K.K.A Guards Hunter
Goblinstein

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 Firecracker The Log
Hunter P.E.K.K.A Cannon Firecracker The Log
Cannon Hunter P.E.K.K.A
Cannon Hunter P.E.K.K.A Firecracker Guards
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Cannon Firecracker Guards Hunter
Hunter Arrows Cannon Firecracker
Arrows Cannon P.E.K.K.A The Log
Cannon Hunter P.E.K.K.A
Guards Cannon Firecracker Hunter
Guards Arrows Cannon Firecracker Hunter The Log
Arrows Hunter Firecracker
Cannon Hunter P.E.K.K.A Guards The Log
Arrows Cannon Firecracker Guards Hunter P.E.K.K.A The Log
P.E.K.K.A Cannon Hunter
Cannon Hunter P.E.K.K.A The Log
Arrows Cannon Firecracker Hunter P.E.K.K.A
Arrows Cannon Firecracker Guards Hunter The Log
Arrows Hunter The Log Cannon Firecracker Guards
P.E.K.K.A Cannon Hunter
Arrows Cannon Firecracker Guards Hunter P.E.K.K.A The Log
P.E.K.K.A Cannon 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 The Log
Guards P.E.K.K.A Hunter The Log
Guards Hunter P.E.K.K.A The Log
P.E.K.K.A Cannon Guards Hunter
Arrows Firecracker Hunter
Guards P.E.K.K.A Hunter
P.E.K.K.A Hunter
P.E.K.K.A Firecracker The Log
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Hunter
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Cannon Guards Hunter
Cannon Firecracker
Guards Firecracker Hunter P.E.K.K.A The Log
Arrows Cannon Firecracker Hunter 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 Firecracker Guards The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Arrows Firecracker Hunter
Arrows Firecracker The Log
Arrows The Log Firecracker Hunter
Arrows The Log Firecracker
Guards
Firecracker Arrows The Log
Arrows Firecracker
Firecracker Hunter The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker Hunter The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker Hunter The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Hunter
Arrows Firecracker The Log Hunter
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker Hunter
Firecracker Guards
Arrows Hunter The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Guards
Arrows Firecracker Hunter
Arrows The Log
Firecracker Hunter
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker Guards The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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