My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Royal Giant Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Hog Rider

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.

Royal Giant Hog Rider 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.

Firecracker Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army
Zap
Firecracker Royal Giant Skeleton Army
Barbarian Barrel
Firecracker Wizard Skeleton Army
The Log
Firecracker Royal Giant Hog Rider Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Hog Rider Wizard Skeleton Army P.E.K.K.A
Fireball
Firecracker Hog Rider Wizard Skeleton Army
Poison
Firecracker Wizard Skeleton Army
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Wizard

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 Skeleton Army 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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Skeleton Army Hog Rider Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Firecracker Skeleton Army

Attack Synergies 9 6

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
Arrows Firecracker Hog Rider P.E.K.K.A Royal Giant
Arrows
Zap Royal Giant Hog Rider P.E.K.K.A
Firecracker
Zap Royal Giant Hog Rider P.E.K.K.A
Royal Giant
Arrows Firecracker Zap Hog Rider Wizard
Hog Rider
Zap Arrows Firecracker Royal Giant Wizard
Wizard
Royal Giant Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Arrows Firecracker Wizard

Defense Synergies 0 9

Zap
Arrows Firecracker Skeleton Army P.E.K.K.A
Arrows
Zap P.E.K.K.A
Firecracker
Zap Skeleton Army P.E.K.K.A
Royal Giant
Hog Rider
Wizard
Skeleton Army P.E.K.K.A
Skeleton Army
Zap Firecracker Wizard
P.E.K.K.A
Zap Arrows Firecracker Wizard

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 Firecracker Wizard
Skeleton Army P.E.K.K.A Zap Firecracker
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Firecracker
Arrows Firecracker Skeleton Army P.E.K.K.A
Arrows Skeleton Army Zap Firecracker
Zap Arrows Firecracker Wizard
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Firecracker
Skeleton Army Zap Arrows Firecracker Wizard
Arrows Zap Firecracker Wizard
Skeleton Army P.E.K.K.A Zap Wizard
Wizard Skeleton Army Zap Arrows Firecracker P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Arrows Firecracker Skeleton Army P.E.K.K.A
Arrows Zap Firecracker Wizard Skeleton Army
Zap Arrows Wizard Firecracker
P.E.K.K.A
Wizard Skeleton Army Arrows Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Arrows Firecracker Wizard
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Skeleton Army
Arrows Firecracker Wizard Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Firecracker Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Arrows
Skeleton Army P.E.K.K.A Wizard
Wizard Firecracker Skeleton Army
Skeleton Army Zap Firecracker P.E.K.K.A
Arrows Zap Firecracker 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 Firecracker
Arrows Firecracker Zap
Arrows
Arrows Firecracker
Wizard Zap Arrows Firecracker
Arrows Firecracker Wizard Zap
Arrows Firecracker Wizard
Arrows Zap Firecracker Wizard
Arrows Zap Firecracker Wizard
Firecracker Zap Arrows Wizard
Zap Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Zap Arrows Firecracker Wizard
Zap Arrows Firecracker Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Firecracker Wizard
Arrows Firecracker Zap Wizard
Zap Arrows Wizard
Zap Arrows Firecracker
Zap Arrows Firecracker Wizard
Zap Firecracker Wizard
Zap Arrows Wizard
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Zap Skeleton Army
Zap Arrows Firecracker Wizard
Arrows
Firecracker Wizard
Arrows Zap Firecracker Wizard
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker
Firecracker Zap
Zap Firecracker

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