My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Ice 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.

Wizard Giant Skeleton P.E.K.K.A Ice Wizard

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.

Zap Arrows

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 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.

Mini P.E.K.K.A Hog Rider Giant Skeleton 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.

Mini P.E.K.K.A Hog Rider Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Ice 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 Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Ice Wizard

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 Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Ice Wizard Mini P.E.K.K.A Hog Rider Wizard Giant Skeleton P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Ice Wizard Mini P.E.K.K.A

Attack Synergies 5 15

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 Hog Rider P.E.K.K.A Mini P.E.K.K.A Giant Skeleton Ice Wizard
Arrows
Zap Hog Rider P.E.K.K.A Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Zap Arrows Hog Rider Wizard Giant Skeleton Ice Wizard
Hog Rider
Zap Arrows Mini P.E.K.K.A Wizard Giant Skeleton
Wizard
Mini P.E.K.K.A Hog Rider Giant Skeleton P.E.K.K.A
Giant Skeleton
Zap Arrows Mini P.E.K.K.A Hog Rider Wizard Ice Wizard
P.E.K.K.A
Zap Arrows Wizard Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A Giant Skeleton P.E.K.K.A

Defense Synergies 1 15

Zap
Mini P.E.K.K.A Arrows Giant Skeleton P.E.K.K.A Ice Wizard
Arrows
Zap Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Zap Arrows Wizard Ice Wizard
Hog Rider
Wizard
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Ice Wizard
Giant Skeleton
Zap Arrows Wizard Ice Wizard
P.E.K.K.A
Zap Arrows Wizard Ice Wizard
Ice Wizard
Zap Arrows Mini P.E.K.K.A Wizard Giant Skeleton P.E.K.K.A

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
Mini P.E.K.K.A P.E.K.K.A Zap Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Giant Skeleton Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Arrows Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Arrows Zap Ice Wizard
Zap Arrows Wizard Ice Wizard
Zap Arrows Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Mini P.E.K.K.A Giant Skeleton Ice Wizard
Ice Wizard Zap Arrows Wizard Giant Skeleton
Arrows Zap Wizard Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Giant Skeleton Ice Wizard
Wizard Zap Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Wizard Ice Wizard
Zap Arrows Wizard Giant Skeleton Ice Wizard
Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Giant Skeleton P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Giant Skeleton P.E.K.K.A Zap Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Zap
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Zap Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Giant Skeleton Ice Wizard
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Giant Skeleton
P.E.K.K.A Zap Arrows Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Wizard
Wizard
Zap Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Arrows Zap Mini P.E.K.K.A Wizard Giant Skeleton P.E.K.K.A Ice Wizard

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 Giant Skeleton
Arrows Zap Ice Wizard
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Zap Arrows
Arrows Wizard Zap Ice Wizard
Arrows Wizard
Arrows Zap Wizard Ice Wizard
Arrows Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Zap Arrows Wizard
Giant Skeleton
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Ice Wizard
Arrows Zap Wizard Ice Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Ice Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A Giant Skeleton
Arrows Wizard
Zap
Zap Arrows Wizard Ice Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows Giant Skeleton
P.E.K.K.A
Zap Giant Skeleton
Zap
Zap Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: