My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Three Musketeers

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.

Wizard Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Three Musketeers

Damage spells

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

Zap Rage

Punishments

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

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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rage 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.

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.

Barbarians Wizard Three Musketeers

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Skeleton Army Hog Rider Barbarians Wizard P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Zap Rage Skeleton Army Hog Rider

Attack Synergies 3 7

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
Hog Rider P.E.K.K.A Three Musketeers
Barbarians
Hog Rider
Hog Rider
Zap Rage Barbarians Wizard Three Musketeers
Wizard
Hog Rider Rage P.E.K.K.A
Three Musketeers
Zap Hog Rider Rage
Rage
Hog Rider Wizard Three Musketeers
Skeleton Army
P.E.K.K.A
Zap Wizard

Defense Synergies 0 7

Zap
Barbarians Three Musketeers Skeleton Army P.E.K.K.A
Barbarians
Zap Skeleton Army
Hog Rider
Wizard
Skeleton Army P.E.K.K.A
Three Musketeers
Zap
Rage
Skeleton Army
Zap Barbarians Wizard
P.E.K.K.A
Zap 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 Wizard
Barbarians Skeleton Army P.E.K.K.A Zap Three Musketeers
Barbarians Three Musketeers Skeleton Army P.E.K.K.A
Barbarians Three Musketeers Skeleton Army P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Zap
Three Musketeers Zap Wizard
Zap Barbarians P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A Skeleton Army
Skeleton Army Barbarians
Barbarians Skeleton Army Zap Wizard
Three Musketeers Zap Wizard
Barbarians Skeleton Army P.E.K.K.A Zap Wizard Three Musketeers
Wizard Three Musketeers Skeleton Army Zap Barbarians P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A Three Musketeers
Barbarians Skeleton Army Zap Three Musketeers P.E.K.K.A
Barbarians Wizard Three Musketeers Skeleton Army P.E.K.K.A
Zap Barbarians Wizard Three Musketeers Skeleton Army
Zap Wizard Barbarians
Barbarians P.E.K.K.A Three Musketeers
Wizard Skeleton Army Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap P.E.K.K.A
Zap Wizard
Barbarians Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zap Barbarians
Barbarians P.E.K.K.A Three Musketeers Skeleton Army
Wizard Zap Three Musketeers
Skeleton Army P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Skeleton Army
Zap P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Three Musketeers Skeleton Army
P.E.K.K.A Barbarians
Skeleton Army P.E.K.K.A Zap Barbarians
Barbarians Skeleton Army P.E.K.K.A Wizard Three Musketeers
Wizard Barbarians Three Musketeers Skeleton Army
Barbarians Skeleton Army Zap Three Musketeers P.E.K.K.A
Zap Barbarians 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.)

Zap
Barbarians
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Three Musketeers
Zap Wizard
Zap Wizard
Three Musketeers
Zap
Zap Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Zap Wizard Three Musketeers
Zap Wizard
Wizard
Zap Barbarians
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Barbarians Skeleton Army
Zap Wizard Three Musketeers
Wizard Three Musketeers
Zap Wizard
Zap
Three Musketeers P.E.K.K.A
Zap
Zap
Zap

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