My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Zappies Hunter Magic Archer

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 Zappies Hunter Electro Giant Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Missing

Punishments

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

Mini P.E.K.K.A Royal Hogs

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.

Mini P.E.K.K.A Flying Machine Royal Hogs Electro Giant Magic Archer

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 Royal Hogs Magic Archer

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 Hogs Skeleton Army
Giant Snowball
Flying Machine Zappies Royal Hogs Skeleton Army
Zap
Flying Machine Zappies Royal Hogs Skeleton Army
Barbarian Barrel
Zappies Royal Hogs Skeleton Army Hunter Magic Archer
The Log
Mini P.E.K.K.A Zappies Royal Hogs Skeleton Army Hunter
Earthquake
Zappies Royal Hogs Skeleton Army
Arrows
Flying Machine Zappies Royal Hogs Skeleton Army
Royal Delivery
Mini P.E.K.K.A Flying Machine Zappies Royal Hogs Skeleton Army Hunter Magic Archer
Fireball
Flying Machine Zappies Royal Hogs Skeleton Army Hunter Magic Archer
Poison
Flying Machine Zappies Royal Hogs Skeleton Army Hunter Magic Archer
Lightning
Mini P.E.K.K.A Hunter Magic Archer
Rocket
Royal Hogs Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Hunter Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Electro Giant Magic Archer

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.

Mini P.E.K.K.A Skeleton Army Electro Giant

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.

Skeleton Army

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.

Skeleton Army Mini P.E.K.K.A Flying Machine Zappies Hunter Magic Archer Royal Hogs Electro Giant

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Flying Machine Zappies

Attack Synergies 0 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.

Mini P.E.K.K.A
Royal Hogs Hunter Electro Giant Magic Archer
Flying Machine
Zappies Royal Hogs
Zappies
Flying Machine Royal Hogs
Royal Hogs
Mini P.E.K.K.A Flying Machine Zappies Magic Archer
Skeleton Army
Hunter
Mini P.E.K.K.A
Electro Giant
Mini P.E.K.K.A
Magic Archer
Mini P.E.K.K.A Royal Hogs

Defense Synergies 0 10

Mini P.E.K.K.A
Skeleton Army Hunter Electro Giant Magic Archer
Flying Machine
Zappies Skeleton Army Hunter
Zappies
Flying Machine Skeleton Army Electro Giant
Royal Hogs
Skeleton Army
Mini P.E.K.K.A Flying Machine Zappies Magic Archer
Hunter
Mini P.E.K.K.A Flying Machine
Electro Giant
Mini P.E.K.K.A Zappies
Magic Archer
Mini P.E.K.K.A Skeleton Army

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.

Flying Machine Zappies Magic Archer
Mini P.E.K.K.A Skeleton Army Hunter Flying Machine Zappies
Mini P.E.K.K.A Skeleton Army Hunter Zappies
Mini P.E.K.K.A Skeleton Army Hunter Zappies
Mini P.E.K.K.A Skeleton Army
Skeleton Army Flying Machine Zappies Hunter Magic Archer
Hunter Flying Machine Zappies Magic Archer
Flying Machine Electro Giant Magic Archer
Mini P.E.K.K.A Zappies Hunter Skeleton Army
Skeleton Army Mini P.E.K.K.A Zappies Hunter
Skeleton Army Flying Machine Zappies Hunter Electro Giant Magic Archer
Hunter Flying Machine Zappies Magic Archer
Mini P.E.K.K.A Skeleton Army Hunter Flying Machine Zappies
Skeleton Army Mini P.E.K.K.A Zappies Hunter Magic Archer
Mini P.E.K.K.A Skeleton Army Zappies Hunter
Skeleton Army Mini P.E.K.K.A Zappies Hunter Electro Giant
Mini P.E.K.K.A Zappies Skeleton Army Hunter
Flying Machine Zappies Skeleton Army Hunter Magic Archer
Hunter Flying Machine Zappies Magic Archer
Mini P.E.K.K.A Zappies Hunter
Skeleton Army Mini P.E.K.K.A Flying Machine Zappies Hunter Electro Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zappies Electro Giant
Mini P.E.K.K.A Flying Machine Hunter Magic Archer
Zappies Skeleton Army Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Skeleton Army Hunter Zappies
Mini P.E.K.K.A Zappies Skeleton Army Hunter
Electro Giant Flying Machine Zappies Hunter Magic Archer
Mini P.E.K.K.A Skeleton Army Flying Machine Zappies Hunter
Mini P.E.K.K.A Zappies Skeleton Army Hunter
Mini P.E.K.K.A Flying Machine Zappies Skeleton Army Magic Archer
Zappies Skeleton Army
Mini P.E.K.K.A Flying Machine Zappies Hunter
Skeleton Army Electro Giant
Mini P.E.K.K.A Skeleton Army Zappies Hunter
Flying Machine Zappies Skeleton Army Electro Giant Magic Archer
Zappies Skeleton Army Electro Giant Mini P.E.K.K.A Flying Machine Hunter Magic Archer
Mini P.E.K.K.A Flying Machine Zappies Hunter Electro Giant Magic Archer

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.)

Magic Archer Flying Machine
Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine
Magic Archer
Electro Giant Flying Machine Hunter Magic Archer
Flying Machine Magic Archer
Flying Machine Hunter Magic Archer
Flying Machine
Mini P.E.K.K.A
Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine Hunter Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine Hunter Magic Archer
Magic Archer Flying Machine
Mini P.E.K.K.A
Mini P.E.K.K.A Flying Machine Hunter Magic Archer
Flying Machine Electro Giant Magic Archer
Magic Archer
Flying Machine
Electro Giant Hunter Magic Archer
Flying Machine Hunter Magic Archer
Flying Machine Magic Archer
Magic Archer
Flying Machine Hunter Electro Giant Magic Archer
Flying Machine Zappies Electro Giant
Mini P.E.K.K.A
Hunter Magic Archer
Zappies Magic Archer
Magic Archer
Flying Machine Zappies Skeleton Army Magic Archer
Flying Machine Zappies Hunter Magic Archer
Mini P.E.K.K.A Flying Machine Hunter Magic Archer
Flying Machine Magic Archer
Electro Giant
Flying Machine
Electro Giant Flying Machine Zappies Magic Archer
Flying Machine Zappies Magic Archer
Flying Machine Electro Giant Magic Archer

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