My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

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AND/OR

You can replace some of your high-cost cards. Such as 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!
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.

Flying Machine Wizard

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.

Flying Machine Wizard P.E.K.K.A Golem

Offensive cards

Win conditions

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

Golem

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.

Mini P.E.K.K.A

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 Flying Machine P.E.K.K.A Golem

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 Golem

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
Skeleton Army
Giant Snowball
Flying Machine Skeleton Army
Zap
Flying Machine Skeleton Army
Barbarian Barrel
Wizard Skeleton Army
The Log
Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Flying Machine Skeleton Army
Royal Delivery
Mini P.E.K.K.A Flying Machine Wizard Skeleton Army P.E.K.K.A
Fireball
Flying Machine Wizard Skeleton Army
Poison
Flying Machine Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Tornado P.E.K.K.A Golem

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.

Skeleton Army

Weak when underleveled

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

Wizard

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.

Arrows Skeleton Army Tornado Mini P.E.K.K.A Flying Machine Wizard P.E.K.K.A Golem

Shortest cycle

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

13 Arrows Skeleton Army Tornado Mini P.E.K.K.A

Attack Synergies 4 9

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
P.E.K.K.A Golem Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Wizard Tornado Golem
Flying Machine
P.E.K.K.A Golem
Wizard
Tornado Mini P.E.K.K.A P.E.K.K.A Golem
Skeleton Army
Tornado
Wizard P.E.K.K.A Mini P.E.K.K.A Golem
P.E.K.K.A
Arrows Tornado Flying Machine Wizard
Golem
Arrows Mini P.E.K.K.A Flying Machine Wizard Tornado

Defense Synergies 2 10

Arrows
Mini P.E.K.K.A Tornado P.E.K.K.A
Mini P.E.K.K.A
Arrows Wizard Skeleton Army Tornado
Flying Machine
Skeleton Army P.E.K.K.A
Wizard
Tornado Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army
Mini P.E.K.K.A Flying Machine Wizard
Tornado
Wizard P.E.K.K.A Arrows Mini P.E.K.K.A
P.E.K.K.A
Tornado Arrows Flying Machine Wizard
Golem

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.

Flying Machine Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Flying Machine
Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A
Arrows Skeleton Army Tornado Flying Machine
Tornado Arrows Flying Machine Wizard
Arrows Flying Machine P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Mini P.E.K.K.A
Skeleton Army Arrows Flying Machine Wizard Tornado
Arrows Flying Machine Wizard Tornado
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Flying Machine Wizard
Wizard Skeleton Army Arrows Mini P.E.K.K.A Tornado P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Tornado Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Skeleton Army Tornado P.E.K.K.A
Arrows Flying Machine Wizard Skeleton Army Tornado
Arrows Wizard Tornado Flying Machine
Mini P.E.K.K.A P.E.K.K.A Tornado
Wizard Skeleton Army Arrows Mini P.E.K.K.A Flying Machine P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Mini P.E.K.K.A Flying Machine Wizard
Skeleton Army P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Tornado
P.E.K.K.A Mini P.E.K.K.A Skeleton Army
Arrows Wizard Flying Machine Tornado
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Flying Machine
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Flying Machine Skeleton Army Tornado
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Flying Machine
Skeleton Army P.E.K.K.A Arrows Tornado
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard
Wizard Flying Machine Skeleton Army
Skeleton Army Mini P.E.K.K.A Flying Machine Tornado P.E.K.K.A
Arrows Mini P.E.K.K.A Flying Machine Wizard P.E.K.K.A

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 Flying Machine
Arrows Flying Machine Tornado
Arrows Flying Machine
Arrows Flying Machine
Wizard Arrows
Arrows Wizard Flying Machine Tornado
Arrows Flying Machine Wizard Tornado
Arrows Flying Machine Wizard Tornado
Arrows Flying Machine Wizard Tornado
Mini P.E.K.K.A Tornado
Arrows Flying Machine Wizard Tornado
Arrows Flying Machine Wizard Tornado
Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows Tornado
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Flying Machine Wizard
Arrows Flying Machine Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows Flying Machine
Arrows Tornado Wizard
Arrows Flying Machine Wizard Tornado
Arrows Flying Machine Wizard Tornado
Arrows Tornado
Arrows Flying Machine Wizard Tornado
Flying Machine Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Flying Machine Skeleton Army
Arrows Flying Machine Wizard Tornado
Arrows
Mini P.E.K.K.A Flying Machine Wizard
Arrows Flying Machine Wizard
Arrows Tornado
Flying Machine P.E.K.K.A
Flying Machine Tornado
Flying Machine Tornado
Flying Machine Tornado

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