My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Minions

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

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 Tombstone Lumberjack

Offensive cards

Win conditions

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

Royal Giant Wall Breakers Graveyard

Damage spells

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

Arrows

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 Wall Breakers Lumberjack Graveyard

Pump responses

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

Graveyard

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 Wall Breakers 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 Graveyard

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
Minions Royal Giant Wall Breakers Graveyard
Giant Snowball
Minions Tombstone Wall Breakers Lumberjack Graveyard
Zap
Minions Royal Giant Tombstone Wall Breakers Graveyard
Barbarian Barrel
Tombstone Wall Breakers Lumberjack Graveyard
The Log
Royal Giant Tombstone Mini P.E.K.K.A Wall Breakers Lumberjack Graveyard
Earthquake
Tombstone Graveyard
Arrows
Minions Tombstone Wall Breakers Graveyard
Royal Delivery
Minions Mini P.E.K.K.A Wall Breakers Lumberjack Graveyard
Fireball
Minions Tombstone Wall Breakers Lumberjack
Poison
Minions Tombstone Graveyard
Lightning
Tombstone Mini P.E.K.K.A 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 Tombstone Mini 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.

Royal Giant Graveyard

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Arrows Minions Tombstone Mini P.E.K.K.A Lumberjack Graveyard Royal Giant

Shortest cycle

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

11 Wall Breakers Arrows Minions Tombstone

Attack Synergies 3 11

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 Graveyard Mini P.E.K.K.A Wall Breakers Lumberjack
Minions
Royal Giant Mini P.E.K.K.A Wall Breakers Lumberjack Graveyard
Royal Giant
Arrows Minions Lumberjack
Tombstone
Mini P.E.K.K.A
Arrows Minions Lumberjack Graveyard
Wall Breakers
Arrows Minions
Lumberjack
Arrows Minions Royal Giant Mini P.E.K.K.A Graveyard
Graveyard
Arrows Minions Mini P.E.K.K.A Lumberjack

Defense Synergies 0 6

Arrows
Tombstone Mini P.E.K.K.A Lumberjack
Minions
Tombstone Lumberjack
Royal Giant
Tombstone
Arrows Minions Lumberjack
Mini P.E.K.K.A
Arrows
Wall Breakers
Lumberjack
Arrows Minions Tombstone
Graveyard

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.

Minions Tombstone
Mini P.E.K.K.A Lumberjack Minions Tombstone
Mini P.E.K.K.A Lumberjack Minions Tombstone
Mini P.E.K.K.A Lumberjack Minions Tombstone
Arrows Tombstone Mini P.E.K.K.A Lumberjack
Arrows Minions Lumberjack
Minions Arrows Tombstone
Arrows
Mini P.E.K.K.A Minions Tombstone Lumberjack
Mini P.E.K.K.A Lumberjack
Minions Arrows Tombstone Lumberjack
Arrows Minions
Tombstone Mini P.E.K.K.A Lumberjack Minions
Arrows Minions Tombstone Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Tombstone Lumberjack
Mini P.E.K.K.A Lumberjack
Arrows Minions Tombstone Mini P.E.K.K.A Lumberjack
Arrows Tombstone Minions Lumberjack
Arrows Minions Tombstone Lumberjack
Mini P.E.K.K.A Lumberjack
Arrows Minions Mini P.E.K.K.A 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 Lumberjack Tombstone
Arrows Mini P.E.K.K.A Lumberjack
Tombstone Lumberjack Minions Mini P.E.K.K.A
Mini P.E.K.K.A Lumberjack
Tombstone Mini P.E.K.K.A Lumberjack
Arrows Minions
Mini P.E.K.K.A Minions Tombstone Lumberjack
Mini P.E.K.K.A Lumberjack
Minions Tombstone Mini P.E.K.K.A
Tombstone
Minions Tombstone Mini P.E.K.K.A Lumberjack
Arrows
Mini P.E.K.K.A Tombstone Lumberjack
Tombstone Minions Mini P.E.K.K.A Lumberjack
Arrows Minions Mini 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
Arrows
Arrows
Arrows
Arrows
Arrows Minions
Arrows
Arrows
Arrows
Minions Mini P.E.K.K.A Lumberjack
Arrows
Arrows
Arrows Minions
Arrows
Arrows
Arrows
Arrows
Minions Mini P.E.K.K.A
Arrows Mini P.E.K.K.A
Arrows
Minions
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Minions
Mini P.E.K.K.A
Arrows
Arrows
Arrows
Minions Tombstone
Arrows
Arrows
Mini P.E.K.K.A Lumberjack
Arrows
Arrows
Minions

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