My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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.

Zappies

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.

Royal Giant Battle Ram Zappies Lumberjack

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant Battle Ram

Damage spells

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

Arrows Lightning

Punishments

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

Royal Giant Mini P.E.K.K.A Battle Ram Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Mini P.E.K.K.A Battle Ram 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.

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
Royal Giant Battle Ram Guards
Giant Snowball
Battle Ram Zappies Guards Lumberjack
Zap
Royal Giant Battle Ram Zappies Guards
Barbarian Barrel
Battle Ram Zappies Guards Lumberjack
The Log
Royal Giant Mini P.E.K.K.A Battle Ram Zappies Guards Lumberjack
Earthquake
Zappies Guards
Arrows
Zappies Guards
Royal Delivery
Mini P.E.K.K.A Battle Ram Zappies Guards Lumberjack
Fireball
Battle Ram Zappies Lumberjack
Poison
Zappies Guards
Lightning
Mini P.E.K.K.A Battle Ram Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Mini P.E.K.K.A Battle Ram Guards

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.

Royal Giant

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.

Arrows Guards Mini P.E.K.K.A Battle Ram Zappies Lumberjack Royal Giant Lightning

Shortest cycle

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

14 Arrows Guards Mini P.E.K.K.A Battle Ram

Attack Synergies 2 14

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
Royal Giant Mini P.E.K.K.A Battle Ram Lightning Lumberjack
Royal Giant
Arrows Lightning Zappies Guards Lumberjack
Mini P.E.K.K.A
Arrows Lightning Lumberjack
Battle Ram
Arrows Zappies Lightning Lumberjack
Zappies
Royal Giant Battle Ram Lumberjack
Guards
Royal Giant Lumberjack
Lightning
Royal Giant Arrows Mini P.E.K.K.A Battle Ram
Lumberjack
Arrows Royal Giant Mini P.E.K.K.A Battle Ram Zappies Guards

Defense Synergies 0 7

Arrows
Mini P.E.K.K.A Lightning Lumberjack
Royal Giant
Mini P.E.K.K.A
Arrows Guards
Battle Ram
Zappies
Guards Lumberjack
Guards
Mini P.E.K.K.A Zappies Lumberjack
Lightning
Arrows
Lumberjack
Arrows Zappies Guards

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.

Lightning Zappies
Mini P.E.K.K.A Lumberjack Zappies
Mini P.E.K.K.A Lumberjack Zappies Lightning
Mini P.E.K.K.A Lumberjack Zappies Guards
Lightning Arrows Mini P.E.K.K.A Lumberjack
Arrows Zappies Guards Lumberjack
Lightning Arrows Zappies
Lightning Arrows
Mini P.E.K.K.A Zappies Lumberjack
Guards Mini P.E.K.K.A Zappies Lumberjack
Guards Arrows Zappies Lumberjack
Arrows Zappies
Mini P.E.K.K.A Lumberjack Zappies Guards Lightning
Arrows Mini P.E.K.K.A Zappies Guards Lumberjack
Mini P.E.K.K.A Zappies Lumberjack
Mini P.E.K.K.A Zappies Lightning Lumberjack
Arrows Mini P.E.K.K.A Zappies Lumberjack
Arrows Zappies Guards Lumberjack
Arrows Zappies Guards Lumberjack
Mini P.E.K.K.A Zappies Lumberjack
Arrows Mini P.E.K.K.A Zappies Guards 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 Guards Lumberjack Zappies
Arrows Mini P.E.K.K.A Lightning Lumberjack
Zappies Guards Lumberjack Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Guards Lightning Lumberjack Zappies
Mini P.E.K.K.A Zappies Guards Lumberjack
Arrows Zappies
Mini P.E.K.K.A Guards Zappies Lightning Lumberjack
Mini P.E.K.K.A Zappies Lumberjack
Lightning Mini P.E.K.K.A Zappies
Zappies Guards
Mini P.E.K.K.A Zappies Guards Lumberjack
Lightning Arrows Guards
Mini P.E.K.K.A Lightning Zappies Guards Lumberjack
Zappies
Zappies Guards Mini P.E.K.K.A Lightning Lumberjack
Arrows Mini P.E.K.K.A Zappies

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.)

Lightning Arrows Guards
Arrows
Lightning Arrows
Lightning Arrows Guards
Arrows
Arrows
Arrows
Arrows Lightning
Arrows Lightning
Lightning Mini P.E.K.K.A Guards Lumberjack
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Mini P.E.K.K.A Lightning
Lightning Arrows Mini P.E.K.K.A
Lightning Arrows
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows
Arrows Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Zappies Guards
Lightning Mini P.E.K.K.A
Lightning Arrows
Lightning Arrows Zappies
Arrows Lightning
Lightning Zappies Guards
Lightning Arrows Zappies
Arrows
Lightning Mini P.E.K.K.A Lumberjack
Arrows Lightning
Lightning Arrows
Zappies Guards Lightning
Zappies Lightning
Lightning

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