My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Wizard Baby Dragon

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 Baby Dragon P.E.K.K.A Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Rage Tornado

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.

Flying Machine Baby Dragon P.E.K.K.A Lava Hound

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
Lava Hound
Giant Snowball
Flying Machine Baby Dragon Lava Hound
Zap
Flying Machine Lava Hound
Barbarian Barrel
Wizard
The Log
Earthquake
Arrows
Flying Machine Lava Hound
Royal Delivery
Flying Machine Wizard Baby Dragon P.E.K.K.A Lava Hound
Fireball
Flying Machine Wizard Baby Dragon Lava Hound
Poison
Flying Machine Wizard Lava Hound
Lightning
Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Baby Dragon

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.

Rage Tornado Baby Dragon P.E.K.K.A

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 Lava Hound

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.

Zap Rage Tornado Flying Machine Baby Dragon Wizard P.E.K.K.A Lava Hound

Shortest cycle

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

11 Zap Rage Tornado Flying Machine

Attack Synergies 7 8

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
Tornado P.E.K.K.A Flying Machine Baby Dragon Lava Hound
Flying Machine
Lava Hound Zap Baby Dragon P.E.K.K.A
Wizard
Tornado Rage P.E.K.K.A
Rage
Wizard
Tornado
Zap Wizard Baby Dragon P.E.K.K.A
Baby Dragon
Tornado Lava Hound Zap Flying Machine P.E.K.K.A
P.E.K.K.A
Zap Tornado Flying Machine Wizard Baby Dragon
Lava Hound
Flying Machine Baby Dragon Zap

Defense Synergies 2 9

Zap
Flying Machine Tornado Baby Dragon P.E.K.K.A
Flying Machine
Zap Baby Dragon P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Rage
Tornado
Wizard P.E.K.K.A Zap Baby Dragon
Baby Dragon
Zap Flying Machine Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap Flying Machine Wizard Baby Dragon
Lava Hound

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 Flying Machine Wizard Baby Dragon
P.E.K.K.A Zap Flying Machine
Tornado P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Tornado Zap Flying Machine Baby Dragon
Tornado Zap Flying Machine Wizard Baby Dragon
Zap Flying Machine Baby Dragon P.E.K.K.A
P.E.K.K.A Tornado
Tornado
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
P.E.K.K.A Zap Flying Machine Wizard
Wizard Zap Tornado Baby Dragon P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Wizard Tornado P.E.K.K.A
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Wizard Tornado Baby Dragon Flying Machine
P.E.K.K.A Tornado
Wizard Flying Machine Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap Flying Machine Wizard Baby Dragon
P.E.K.K.A Zap
P.E.K.K.A Zap Tornado
P.E.K.K.A
Wizard Zap Flying Machine Tornado Baby Dragon
P.E.K.K.A Flying Machine
P.E.K.K.A
Zap P.E.K.K.A Flying Machine Tornado Baby Dragon
P.E.K.K.A
P.E.K.K.A Flying Machine
P.E.K.K.A Zap Tornado
P.E.K.K.A Wizard
Wizard Flying Machine Baby Dragon
Zap Flying Machine Tornado Baby Dragon P.E.K.K.A
Zap Flying Machine Wizard Baby Dragon 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.)

Flying Machine Baby Dragon
Zap Flying Machine Tornado Baby Dragon
Flying Machine Baby Dragon
Flying Machine
Wizard Zap Baby Dragon
Wizard Zap Flying Machine Tornado Baby Dragon
Flying Machine Wizard Tornado Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Flying Machine Wizard Tornado
Tornado
Zap Flying Machine Wizard Tornado
Zap Flying Machine Wizard Tornado Baby Dragon
Flying Machine Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine Wizard Baby Dragon
Flying Machine Wizard Baby Dragon
Tornado
Zap Flying Machine Wizard Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
Baby Dragon
Wizard Tornado
Tornado
Zap Flying Machine Baby Dragon
Zap Tornado Wizard Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Tornado Baby Dragon
Zap Flying Machine Wizard Tornado Baby Dragon
Zap Flying Machine Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Flying Machine
Zap Flying Machine Wizard Tornado Baby Dragon
Flying Machine Wizard Baby Dragon
Zap Flying Machine Wizard Baby Dragon
Zap Tornado
Flying Machine P.E.K.K.A
Zap Flying Machine Tornado Baby Dragon
Zap Flying Machine Tornado
Zap Flying Machine Tornado Baby Dragon

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