My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
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.

Firecracker Magic Archer

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 Firecracker Rune Giant P.E.K.K.A Magic Archer

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.

Tornado 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.

Rune Giant P.E.K.K.A Magic Archer

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 Magic Archer

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
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker Magic Archer
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker P.E.K.K.A Magic Archer
Fireball
Firecracker Magic Archer
Poison
Firecracker Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado The Log Magic Archer

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.

Tornado 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Berserker The Log Firecracker Tornado Rune Giant Magic Archer P.E.K.K.A

Shortest cycle

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

8 Skeletons Berserker The Log Firecracker

Attack Synergies 4 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
Berserker
Rune Giant
Firecracker
Tornado P.E.K.K.A
Tornado
P.E.K.K.A Magic Archer Firecracker The Log
Rune Giant
Berserker Magic Archer
P.E.K.K.A
Tornado Magic Archer Firecracker The Log
The Log
Tornado P.E.K.K.A Magic Archer
Magic Archer
Tornado P.E.K.K.A Rune Giant The Log

Defense Synergies 4 9

Skeletons
Firecracker Tornado P.E.K.K.A The Log Magic Archer
Berserker
Firecracker
The Log Skeletons Tornado P.E.K.K.A
Tornado
P.E.K.K.A Magic Archer Skeletons Firecracker The Log
Rune Giant
P.E.K.K.A
Tornado The Log Skeletons Firecracker
The Log
Firecracker P.E.K.K.A Skeletons Tornado Magic Archer
Magic Archer
Tornado Skeletons 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.

Firecracker The Log Magic Archer
P.E.K.K.A Skeletons Firecracker The Log
Tornado P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Firecracker
Firecracker Tornado P.E.K.K.A The Log
Tornado The Log Skeletons Firecracker Magic Archer
Tornado Firecracker Magic Archer
P.E.K.K.A The Log Magic Archer
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Firecracker
Berserker Skeletons Firecracker Tornado The Log Magic Archer
Firecracker Tornado Magic Archer
P.E.K.K.A Skeletons The Log
Firecracker Tornado P.E.K.K.A The Log Magic Archer
P.E.K.K.A
Tornado P.E.K.K.A The Log
Skeletons Firecracker Tornado P.E.K.K.A
Firecracker Tornado The Log Magic Archer
Tornado The Log Firecracker Magic Archer
P.E.K.K.A Tornado
Firecracker P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Firecracker The Log Magic Archer
P.E.K.K.A Skeletons The Log
P.E.K.K.A Tornado The Log
P.E.K.K.A Skeletons
Firecracker Skeletons Tornado Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Firecracker Tornado The Log Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Tornado The Log
P.E.K.K.A Skeletons
Firecracker Magic Archer
Skeletons Firecracker Tornado P.E.K.K.A The Log Magic Archer
Firecracker P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Firecracker The Log
Firecracker Tornado The Log Magic Archer
The Log Magic Archer
Firecracker The Log
Firecracker The Log Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado The Log Magic Archer
The Log Firecracker Tornado Magic Archer
The Log Firecracker Tornado
Tornado
Firecracker Tornado The Log Magic Archer
Firecracker Tornado Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log
Tornado
Firecracker The Log Magic Archer
Firecracker Tornado The Log Magic Archer
The Log Magic Archer
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log Magic Archer
Firecracker The Log Tornado Magic Archer
Tornado The Log Magic Archer
Firecracker Tornado The Log Magic Archer
Firecracker Tornado Magic Archer
Firecracker
The Log Magic Archer
Firecracker Magic Archer
P.E.K.K.A
Firecracker The Log Magic Archer
Magic Archer
Firecracker Tornado Magic Archer
The Log
Firecracker Magic Archer
The Log Firecracker Magic Archer
Tornado
Firecracker P.E.K.K.A
Firecracker Tornado The Log Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado The Log Magic Archer
P.E.K.K.A
Firecracker

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