My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Flying Machine 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.

Knight Battle Ram Flying Machine Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Battle Ram Flying Machine 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
Battle Ram Hog Rider
Giant Snowball
Battle Ram Flying Machine Hog Rider
Zap
Battle Ram Flying Machine
Barbarian Barrel
Knight Battle Ram Wizard
The Log
Battle Ram Hog Rider
Earthquake
Hog Rider
Arrows
Flying Machine
Royal Delivery
Knight Battle Ram Flying Machine Hog Rider Wizard P.E.K.K.A
Fireball
Battle Ram Flying Machine Hog Rider Wizard
Poison
Flying Machine Wizard
Lightning
Knight Battle Ram Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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 Battle Ram 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.

Fireball

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.

Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Fireball Battle Ram Flying Machine Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

14 Arrows Knight Fireball Battle Ram

Attack Synergies 6 12

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.

Arrows
Fireball Hog Rider P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Hog Rider Arrows Fireball Flying Machine Wizard
Fireball
Arrows Hog Rider Knight Battle Ram
Battle Ram
Knight Arrows Fireball Flying Machine P.E.K.K.A
Flying Machine
Knight Battle Ram Hog Rider P.E.K.K.A
Hog Rider
Arrows Knight Fireball Flying Machine Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Battle Ram Flying Machine Wizard

Defense Synergies 0 8

Arrows
Knight Fireball P.E.K.K.A
Knight
Arrows Fireball Flying Machine Wizard
Fireball
Arrows Knight
Battle Ram
Flying Machine
Knight P.E.K.K.A
Hog Rider
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Arrows Flying Machine 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.

Knight Fireball Flying Machine Wizard
P.E.K.K.A Knight Flying Machine
P.E.K.K.A Knight
P.E.K.K.A Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine P.E.K.K.A
P.E.K.K.A
Knight
Arrows Knight Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
P.E.K.K.A Knight Fireball Flying Machine Wizard
Fireball Wizard Arrows P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Wizard Arrows Knight Fireball P.E.K.K.A
Arrows Fireball Knight Flying Machine Wizard
Arrows Wizard Knight Fireball Flying Machine
P.E.K.K.A
Wizard Arrows Knight Fireball Flying Machine P.E.K.K.A

Counters to secondary win conditions

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

Knight Fireball P.E.K.K.A
Fireball Arrows Knight Flying Machine Wizard
P.E.K.K.A Knight
P.E.K.K.A Knight Fireball
P.E.K.K.A Knight
Arrows Fireball Wizard Flying Machine
P.E.K.K.A Knight Fireball Flying Machine
P.E.K.K.A Knight
P.E.K.K.A Knight Fireball Flying Machine
P.E.K.K.A
P.E.K.K.A Knight Flying Machine
P.E.K.K.A Arrows Fireball
P.E.K.K.A Knight Fireball Wizard
Wizard Fireball Flying Machine
Knight Fireball Flying Machine P.E.K.K.A
Arrows Fireball Flying Machine Wizard P.E.K.K.A
Arrows Fireball
P.E.K.K.A
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.)

Fireball Arrows Knight Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Arrows Knight Fireball Flying Machine
Fireball Wizard Arrows
Arrows Fireball Wizard Flying Machine
Arrows Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Fireball
Arrows Knight Fireball Flying Machine Wizard
Fireball Arrows Flying Machine Wizard
Flying Machine Knight Fireball
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball Flying Machine
Arrows Fireball Wizard
Arrows Fireball Flying Machine Wizard
Fireball Arrows Flying Machine Wizard
Fireball Arrows
Arrows Fireball Flying Machine Wizard
Fireball Flying Machine Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Flying Machine
Fireball Arrows Flying Machine Wizard
Arrows Fireball
Fireball Knight Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball
Flying Machine P.E.K.K.A
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine
P.E.K.K.A
Fireball Wizard

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