My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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!

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.

Skeletons Balloon Electro Dragon 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.

Balloon

Damage spells

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

Arrows Tornado

Punishments

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

Balloon 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.

Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Tornado Lumberjack Balloon Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Skeletons Arrows Tornado Lumberjack

Attack Synergies 6 6

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.

Skeletons
Arrows
Balloon P.E.K.K.A Lumberjack
Tornado
P.E.K.K.A Goblinstein Balloon Electro Dragon
Balloon
Arrows Lumberjack Tornado Electro Dragon
Electro Dragon
Tornado Balloon P.E.K.K.A
P.E.K.K.A
Arrows Tornado Goblinstein Electro Dragon Lumberjack
Lumberjack
Balloon Arrows P.E.K.K.A
Goblinstein
Tornado P.E.K.K.A

Defense Synergies 2 10

Skeletons
Tornado Electro Dragon P.E.K.K.A Lumberjack
Arrows
Tornado P.E.K.K.A Lumberjack
Tornado
P.E.K.K.A Skeletons Arrows Electro Dragon Goblinstein
Balloon
Electro Dragon
Skeletons Tornado Lumberjack
P.E.K.K.A
Tornado Goblinstein Skeletons Arrows
Lumberjack
Skeletons Arrows Electro Dragon
Goblinstein
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
P.E.K.K.A Lumberjack Skeletons Electro Dragon
Tornado P.E.K.K.A Lumberjack Skeletons Electro Dragon
P.E.K.K.A Lumberjack Skeletons Electro Dragon
Arrows Tornado P.E.K.K.A Lumberjack
Arrows Tornado Skeletons Electro Dragon Lumberjack
Tornado Arrows Electro Dragon
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons Tornado Lumberjack
Tornado Skeletons Lumberjack
Skeletons Arrows Tornado Electro Dragon Lumberjack
Arrows Tornado Electro Dragon
P.E.K.K.A Lumberjack Skeletons Electro Dragon
Arrows Tornado Electro Dragon P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Tornado P.E.K.K.A Lumberjack Goblinstein
Skeletons Arrows Tornado Electro Dragon P.E.K.K.A Lumberjack
Arrows Tornado Electro Dragon Lumberjack
Arrows Tornado Electro Dragon Lumberjack
P.E.K.K.A Tornado Lumberjack
Arrows Electro Dragon P.E.K.K.A 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.

Lumberjack Skeletons P.E.K.K.A
Arrows Electro Dragon Lumberjack
P.E.K.K.A Lumberjack Skeletons Electro Dragon
P.E.K.K.A Lumberjack Tornado
P.E.K.K.A Skeletons Lumberjack
Arrows Goblinstein Skeletons Tornado Electro Dragon
P.E.K.K.A Skeletons Lumberjack
P.E.K.K.A Lumberjack
Electro Dragon P.E.K.K.A Goblinstein Skeletons Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Electro Dragon Lumberjack
P.E.K.K.A Arrows Tornado
P.E.K.K.A Skeletons Lumberjack
Electro Dragon
Electro Dragon Skeletons Tornado P.E.K.K.A Lumberjack Goblinstein
Arrows Electro Dragon P.E.K.K.A
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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Goblinstein
Arrows Goblinstein Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon Lumberjack
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon Goblinstein
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Electro Dragon Goblinstein
Arrows Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Electro Dragon Goblinstein
Arrows Tornado Electro Dragon
Arrows
Electro Dragon Lumberjack
Arrows Electro Dragon
Arrows Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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