My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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.

Archers Minions Mother Witch

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.

Archers Knight P.E.K.K.A Mother Witch

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians 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.

Knight Elite Barbarians 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.

Elite Barbarians 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
Archers Minions Elite Barbarians Hog Rider
Giant Snowball
Archers Minions Hog Rider
Zap
Archers Minions
Barbarian Barrel
Archers Knight Elite Barbarians
The Log
Archers Elite Barbarians Hog Rider
Earthquake
Archers Hog Rider
Arrows
Archers Minions
Royal Delivery
Archers Knight Minions Elite Barbarians Hog Rider P.E.K.K.A Mother Witch
Fireball
Archers Minions Elite Barbarians Hog Rider Mother Witch
Poison
Archers Minions Mother Witch
Lightning
Knight Elite Barbarians Mother Witch
Rocket
Elite Barbarians Hog Rider

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 Knight P.E.K.K.A Mother Witch

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.

Elite Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Minions Hog Rider Mother Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Knight Minions

Attack Synergies 7 13

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.

Archers
Knight Arrows Elite Barbarians Hog Rider P.E.K.K.A
Arrows
Elite Barbarians Hog Rider P.E.K.K.A Archers Knight Mother Witch
Knight
Archers Minions Hog Rider Arrows Elite Barbarians Mother Witch
Minions
Knight Hog Rider Elite Barbarians P.E.K.K.A
Elite Barbarians
Arrows Archers Knight Minions Hog Rider
Hog Rider
Arrows Knight Minions Archers Elite Barbarians Mother Witch
P.E.K.K.A
Arrows Archers Minions Mother Witch
Mother Witch
Arrows Knight Hog Rider P.E.K.K.A

Defense Synergies 3 7

Archers
Knight Minions P.E.K.K.A
Arrows
Knight P.E.K.K.A Mother Witch
Knight
Archers Minions Arrows Mother Witch
Minions
Knight Archers P.E.K.K.A
Elite Barbarians
Mother Witch
Hog Rider
P.E.K.K.A
Archers Arrows Minions
Mother Witch
Elite Barbarians Arrows Knight

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.

Knight Minions
Elite Barbarians P.E.K.K.A Knight Minions
P.E.K.K.A Archers Knight Minions Elite Barbarians
Elite Barbarians P.E.K.K.A Knight Minions
Arrows Elite Barbarians P.E.K.K.A
Arrows Archers Minions Mother Witch
Minions Archers Arrows
Arrows P.E.K.K.A
P.E.K.K.A Minions Elite Barbarians
Knight Elite Barbarians Archers
Archers Minions Mother Witch Arrows Knight
Arrows Minions Archers
P.E.K.K.A Knight Minions Elite Barbarians
Arrows Minions P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight
Elite Barbarians P.E.K.K.A
Arrows Knight Minions Elite Barbarians P.E.K.K.A
Arrows Archers Knight Minions Elite Barbarians
Arrows Archers Knight Minions Mother Witch
P.E.K.K.A Elite Barbarians
Archers Arrows Knight Minions Elite Barbarians P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Knight Archers Elite Barbarians P.E.K.K.A
Archers Arrows Knight Elite Barbarians
P.E.K.K.A Knight Minions Elite Barbarians
P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Elite Barbarians
Arrows Mother Witch Archers Minions
P.E.K.K.A Archers Knight Minions Elite Barbarians
P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Minions Elite Barbarians
P.E.K.K.A
P.E.K.K.A Knight Minions Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Knight
Archers
Elite Barbarians Archers Knight Minions P.E.K.K.A
Arrows Minions Archers Elite Barbarians P.E.K.K.A Mother Witch

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 Knight
Arrows
Arrows
Arrows Knight
Arrows
Arrows Mother Witch Minions
Archers Arrows
Arrows
Arrows
Minions Elite Barbarians
Arrows Knight
Archers Arrows
Knight Elite Barbarians
Arrows Minions
Arrows Elite Barbarians
Arrows
Arrows
Arrows
Minions
Archers Arrows
Arrows Mother Witch
Minions
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Elite Barbarians Archers Arrows Mother Witch
Minions
Elite Barbarians
Arrows
Arrows
P.E.K.K.A
Arrows
Archers Minions
Archers Arrows
Arrows
Knight
Arrows
Arrows
Elite Barbarians P.E.K.K.A
Minions Elite Barbarians

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