My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies

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 Zappies P.E.K.K.A Lumberjack

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.

Rage Tornado

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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.

Firecracker Mini P.E.K.K.A 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
Cannon Zappies Lumberjack
Zap
Cannon Firecracker Zappies
Barbarian Barrel
Cannon Firecracker Zappies Lumberjack
The Log
Cannon Firecracker Mini P.E.K.K.A Zappies Lumberjack
Earthquake
Cannon Firecracker Zappies
Arrows
Firecracker Zappies
Royal Delivery
Firecracker Mini P.E.K.K.A Zappies P.E.K.K.A Lumberjack
Fireball
Cannon Firecracker Zappies Lumberjack
Poison
Cannon Firecracker Zappies
Lightning
Cannon Mini P.E.K.K.A Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado

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.

Mini P.E.K.K.A Rage Tornado 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Cannon Firecracker Tornado Mini P.E.K.K.A Zappies Lumberjack P.E.K.K.A

Shortest cycle

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

11 Rage Cannon Firecracker Tornado

Attack Synergies 1 12

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.

Cannon
Firecracker
Mini P.E.K.K.A Zappies Tornado P.E.K.K.A Lumberjack
Mini P.E.K.K.A
Firecracker Rage Tornado Lumberjack
Zappies
Firecracker Rage P.E.K.K.A Lumberjack
Rage
Mini P.E.K.K.A Zappies
Tornado
P.E.K.K.A Firecracker Mini P.E.K.K.A
P.E.K.K.A
Tornado Firecracker Zappies Lumberjack
Lumberjack
Firecracker Mini P.E.K.K.A Zappies P.E.K.K.A

Defense Synergies 1 12

Cannon
Firecracker Mini P.E.K.K.A Lumberjack
Firecracker
Cannon Mini P.E.K.K.A Zappies Tornado P.E.K.K.A Lumberjack
Mini P.E.K.K.A
Cannon Firecracker Tornado
Zappies
Firecracker Tornado P.E.K.K.A Lumberjack
Rage
Tornado
P.E.K.K.A Firecracker Mini P.E.K.K.A Zappies
P.E.K.K.A
Tornado Firecracker Zappies
Lumberjack
Cannon Firecracker Zappies

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 Zappies
Mini P.E.K.K.A P.E.K.K.A Lumberjack Cannon Firecracker Zappies
Cannon Mini P.E.K.K.A Tornado P.E.K.K.A Lumberjack Zappies
Cannon Mini P.E.K.K.A P.E.K.K.A Lumberjack Firecracker Zappies
Firecracker Mini P.E.K.K.A Tornado P.E.K.K.A Lumberjack
Tornado Cannon Firecracker Zappies Lumberjack
Tornado Cannon Firecracker Zappies
Cannon P.E.K.K.A
Cannon Mini P.E.K.K.A Zappies P.E.K.K.A Tornado Lumberjack
Tornado Cannon Firecracker Mini P.E.K.K.A Zappies Lumberjack
Cannon Firecracker Zappies Tornado Lumberjack
Firecracker Zappies Tornado
Cannon Mini P.E.K.K.A P.E.K.K.A Lumberjack Zappies
Cannon Firecracker Mini P.E.K.K.A Zappies Tornado P.E.K.K.A Lumberjack
Mini P.E.K.K.A P.E.K.K.A Cannon Zappies Lumberjack
Tornado Cannon Mini P.E.K.K.A Zappies P.E.K.K.A Lumberjack
Cannon Firecracker Mini P.E.K.K.A Zappies Tornado P.E.K.K.A Lumberjack
Cannon Firecracker Zappies Tornado Lumberjack
Tornado Cannon Firecracker Zappies Lumberjack
Mini P.E.K.K.A P.E.K.K.A Cannon Zappies Tornado Lumberjack
Cannon Firecracker Mini P.E.K.K.A Zappies P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Lumberjack Zappies P.E.K.K.A
Firecracker Mini P.E.K.K.A Lumberjack
Zappies P.E.K.K.A Lumberjack Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Lumberjack Zappies Tornado
P.E.K.K.A Cannon Mini P.E.K.K.A Zappies Lumberjack
Firecracker Zappies Tornado
Mini P.E.K.K.A P.E.K.K.A Zappies Lumberjack
Mini P.E.K.K.A P.E.K.K.A Zappies Lumberjack
P.E.K.K.A Firecracker Mini P.E.K.K.A Zappies Tornado
P.E.K.K.A Cannon Zappies
P.E.K.K.A Mini P.E.K.K.A Zappies Lumberjack
P.E.K.K.A Tornado
Mini P.E.K.K.A P.E.K.K.A Cannon Zappies Lumberjack
Cannon Firecracker Zappies
Zappies Firecracker Mini P.E.K.K.A Tornado P.E.K.K.A Lumberjack
Cannon Firecracker Mini P.E.K.K.A Zappies P.E.K.K.A
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.)

Firecracker
Firecracker Tornado
Firecracker
Firecracker
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Mini P.E.K.K.A Tornado Lumberjack
Firecracker Tornado
Firecracker Tornado
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Tornado
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A
Firecracker Tornado
Tornado
Tornado
Firecracker Tornado
Firecracker Tornado
Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Zappies
Mini P.E.K.K.A
Firecracker Zappies
P.E.K.K.A
Firecracker
Zappies
Firecracker Zappies Tornado
Firecracker Mini P.E.K.K.A Lumberjack
Firecracker
Tornado
Firecracker P.E.K.K.A
Firecracker Zappies Tornado
Firecracker Zappies Tornado
Firecracker Tornado
P.E.K.K.A
Firecracker

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