My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Firecracker Balloon P.E.K.K.A

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.

Zap Arrows Rage The Log

Punishments

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

Elite Barbarians Balloon

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.

Elite Barbarians Balloon 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 Elite Barbarians Balloon

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
Elite Barbarians Balloon
Giant Snowball
Balloon
Zap
Firecracker Balloon
Barbarian Barrel
Firecracker Elite Barbarians
The Log
Firecracker Elite Barbarians
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Balloon P.E.K.K.A
Fireball
Firecracker Elite Barbarians Balloon
Poison
Firecracker Balloon
Lightning
Elite Barbarians Balloon
Rocket
Elite Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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 Rage P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

Zap Rage The Log Arrows Firecracker Balloon Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Zap Rage The Log Arrows

Attack Synergies 10 7

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.

Zap
Arrows Firecracker Elite Barbarians Balloon P.E.K.K.A The Log
Arrows
Zap Elite Barbarians Balloon P.E.K.K.A
Firecracker
Zap Elite Barbarians Balloon P.E.K.K.A
Elite Barbarians
Zap Arrows Rage Firecracker The Log
Rage
Elite Barbarians Balloon
Balloon
Zap Arrows Rage Firecracker The Log
P.E.K.K.A
Zap Arrows Firecracker The Log
The Log
Zap Elite Barbarians Balloon P.E.K.K.A

Defense Synergies 2 8

Zap
Arrows Firecracker Elite Barbarians P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A
Firecracker
The Log Zap P.E.K.K.A
Elite Barbarians
Zap The Log
Rage
Balloon
P.E.K.K.A
The Log Zap Arrows Firecracker
The Log
Firecracker P.E.K.K.A Zap Elite Barbarians

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.

Zap Firecracker The Log
Elite Barbarians P.E.K.K.A Zap Firecracker The Log
P.E.K.K.A Elite Barbarians
Elite Barbarians P.E.K.K.A Firecracker
Arrows Firecracker Elite Barbarians P.E.K.K.A The Log
Arrows The Log Zap Firecracker
Zap Arrows Firecracker
Zap Arrows P.E.K.K.A The Log
P.E.K.K.A Elite Barbarians
Elite Barbarians Firecracker
Zap Arrows Firecracker The Log
Arrows Zap Firecracker
P.E.K.K.A Zap Elite Barbarians The Log
Zap Arrows Firecracker P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians P.E.K.K.A The Log
Arrows Firecracker Elite Barbarians P.E.K.K.A
Arrows Zap Firecracker Elite Barbarians The Log
Zap Arrows The Log Firecracker
P.E.K.K.A Elite Barbarians
Arrows Firecracker Elite Barbarians 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.

Zap Elite Barbarians P.E.K.K.A
Zap Arrows Firecracker Elite Barbarians The Log
P.E.K.K.A Zap Elite Barbarians The Log
P.E.K.K.A Zap Elite Barbarians The Log
P.E.K.K.A Elite Barbarians
Arrows Firecracker Zap
P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Firecracker Elite Barbarians The Log
P.E.K.K.A
P.E.K.K.A Elite Barbarians
P.E.K.K.A Zap Arrows Elite Barbarians The Log
Elite Barbarians P.E.K.K.A
Firecracker
Elite Barbarians Zap Firecracker P.E.K.K.A The Log
Arrows Zap Firecracker Elite Barbarians P.E.K.K.A The Log
Zap 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 Firecracker The Log
Arrows Firecracker Zap The Log
Arrows The Log
Arrows Firecracker The Log
Zap Arrows Firecracker The Log
Arrows Firecracker Zap
Arrows Firecracker The Log
Arrows The Log Zap Firecracker
Arrows The Log Zap Firecracker
Elite Barbarians
Firecracker Zap Arrows The Log
Zap Arrows Firecracker
Firecracker Elite Barbarians The Log
Arrows Firecracker
Zap Arrows Firecracker Elite Barbarians The Log
Zap Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Zap Arrows Firecracker The Log
Zap Arrows Firecracker The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows Firecracker The Log
Arrows Firecracker The Log Zap
Zap Arrows The Log
Zap Arrows Firecracker The Log
Elite Barbarians Zap Arrows Firecracker
Zap Firecracker
Elite Barbarians
Zap Arrows The Log
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Zap
Zap Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Zap Firecracker
Zap Arrows
Firecracker Elite Barbarians P.E.K.K.A
Zap Firecracker Elite Barbarians The Log
Firecracker Zap
Zap Firecracker The Log
P.E.K.K.A
Firecracker

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