My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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.

Tesla Hunter

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Hunter P.E.K.K.A Fisherman Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Tornado

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians 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.

Monk

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
Fisherman
Giant Snowball
Barbarians Fisherman
Zap
Fisherman
Barbarian Barrel
Tesla Barbarians Hunter
The Log
Barbarians Hunter Fisherman
Earthquake
Tesla Barbarians
Arrows
Royal Delivery
Barbarians Hunter P.E.K.K.A Fisherman
Fireball
Tesla Barbarians Hunter Fisherman
Poison
Barbarians Hunter Fisherman
Lightning
Tesla Hunter Fisherman Monk
Rocket
Barbarians Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Hunter

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 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.

Fireball

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.

Barbarians Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Tornado Fisherman Tesla Fireball Hunter Barbarians Monk P.E.K.K.A

Shortest cycle

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

14 Tornado Fisherman Tesla Fireball

Attack Synergies 3 3

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.

Tesla
Barbarians
Fireball
Tornado
Tornado
Fireball P.E.K.K.A Hunter
Hunter
Fisherman Tornado P.E.K.K.A
P.E.K.K.A
Tornado Hunter Fisherman
Fisherman
Hunter P.E.K.K.A
Monk

Defense Synergies 3 6

Tesla
Fireball Tornado
Barbarians
Fireball
Tornado Tesla
Tornado
Fireball P.E.K.K.A Tesla Hunter
Hunter
Fisherman Tornado P.E.K.K.A
P.E.K.K.A
Tornado Hunter Fisherman
Fisherman
Hunter P.E.K.K.A Monk
Monk
Fisherman

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.

Tesla Fireball
Barbarians Hunter P.E.K.K.A Tesla Fisherman Monk
Tesla Barbarians Tornado Hunter P.E.K.K.A Fisherman
Tesla Barbarians Hunter P.E.K.K.A Fisherman Monk
Barbarians Fireball Tornado P.E.K.K.A Monk
Fireball Tornado Tesla Hunter
Tesla Tornado Hunter Fireball
Tesla Barbarians Fireball P.E.K.K.A Monk
Tesla Barbarians Hunter P.E.K.K.A Tornado Fisherman
Tornado Tesla Barbarians Hunter Fisherman
Barbarians Tesla Fireball Tornado Hunter Fisherman
Tesla Hunter Fireball Tornado
Tesla Barbarians Hunter P.E.K.K.A Fireball
Fireball Tesla Barbarians Tornado Hunter P.E.K.K.A
Barbarians P.E.K.K.A Tesla Hunter
Barbarians Tornado Monk Tesla Fireball Hunter P.E.K.K.A Fisherman
Tesla Barbarians Fireball Tornado Hunter P.E.K.K.A Fisherman
Tesla Fireball Barbarians Tornado Hunter Fisherman
Tornado Hunter Tesla Barbarians Fireball Fisherman
Barbarians P.E.K.K.A Tesla Tornado Hunter Fisherman
Tesla Barbarians Fireball Hunter P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Barbarians Tesla Fireball P.E.K.K.A Fisherman
Fireball Tesla Hunter Fisherman Monk
Barbarians P.E.K.K.A Hunter Fisherman
Hunter P.E.K.K.A Tesla Barbarians Fireball Tornado Fisherman Monk
Barbarians P.E.K.K.A Tesla Hunter Fisherman
Fireball Tesla Tornado Hunter Monk
P.E.K.K.A Tesla Barbarians Fireball Hunter
P.E.K.K.A Tesla Barbarians Hunter Fisherman
P.E.K.K.A Barbarians Fireball Tornado Monk
P.E.K.K.A Tesla Barbarians
P.E.K.K.A Tesla Barbarians Hunter
P.E.K.K.A Monk Barbarians Fireball Tornado
Barbarians P.E.K.K.A Tesla Fireball Hunter
Tesla Barbarians Fireball
Tesla Barbarians Fireball Tornado Hunter P.E.K.K.A Fisherman Monk
Tesla Barbarians Fireball Hunter 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.)

Fireball Monk
Fireball Monk Tornado Fisherman
Fireball
Barbarians Fireball
Fireball
Fireball Tornado Hunter Monk
Tornado
Fireball Tornado Hunter
Fireball Monk Tornado Fisherman
Fireball Tornado Fisherman
Monk Fireball Tornado Fisherman
Fireball Monk Tornado
Fireball Hunter Fisherman
Fireball Fisherman Monk
Fireball Fisherman
Fireball Hunter
Fireball
Monk Fireball Tornado
Fisherman
Fireball Hunter Fisherman Monk
Fireball Tornado Monk
Fireball Monk
Fireball Tornado
Tornado Fisherman Monk
Barbarians Fireball Monk
Tornado Fireball Hunter
Fisherman
Fireball Tornado Hunter Fisherman Monk
Fireball Tornado Fisherman Monk
Fireball Tornado Fisherman
Fireball Tornado Hunter
Fireball
Fireball
Fireball Hunter
Fireball Monk
P.E.K.K.A
Fireball Monk
Barbarians Fireball
Fireball Tornado Hunter Monk
Fireball
Fireball Hunter
Fireball
Monk Fireball Tornado
P.E.K.K.A
Fireball Tornado
Fireball Tornado
Fireball Tornado Monk

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