My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Wizard P.E.K.K.A Monk

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Freeze

Punishments

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

Hog Rider Wall Breakers

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.

Hog Rider Wall Breakers 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 Monk

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
Bomber Hog Rider Wall Breakers Skeleton Army
Giant Snowball
Bomber Hog Rider Wall Breakers Skeleton Army
Zap
Bomber Wall Breakers Skeleton Army
Barbarian Barrel
Bomber Wizard Wall Breakers Skeleton Army
The Log
Bomber Hog Rider Wall Breakers Skeleton Army
Earthquake
Bomber Hog Rider Skeleton Army
Arrows
Bomber Wall Breakers Skeleton Army
Royal Delivery
Bomber Hog Rider Wizard Wall Breakers Skeleton Army P.E.K.K.A
Fireball
Bomber Hog Rider Wizard Wall Breakers Skeleton Army
Poison
Bomber Wizard Skeleton Army
Lightning
Wizard Monk
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Freeze

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.

Skeleton Army Freeze 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Wall Breakers Skeleton Army Hog Rider Freeze Wizard Monk P.E.K.K.A

Shortest cycle

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

11 Bomber Wall Breakers Skeleton Army Hog Rider

Attack Synergies 1 5

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.

Bomber
Hog Rider P.E.K.K.A Monk
Hog Rider
Freeze Bomber Wizard
Wizard
Hog Rider P.E.K.K.A
Wall Breakers
Skeleton Army
Freeze
Hog Rider
P.E.K.K.A
Bomber Wizard
Monk
Bomber

Defense Synergies 0 5

Bomber
P.E.K.K.A
Hog Rider
Wizard
Skeleton Army Freeze P.E.K.K.A
Wall Breakers
Skeleton Army
Wizard Freeze
Freeze
Wizard Skeleton Army
P.E.K.K.A
Bomber Wizard
Monk

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.

Bomber Wizard
Skeleton Army P.E.K.K.A Bomber Monk
Skeleton Army P.E.K.K.A Bomber Freeze
Skeleton Army P.E.K.K.A Bomber Monk
Bomber Skeleton Army P.E.K.K.A Monk
Skeleton Army Freeze Bomber
Wizard Freeze
P.E.K.K.A Monk
P.E.K.K.A Skeleton Army
Skeleton Army Bomber
Skeleton Army Bomber Wizard Freeze
Wizard
Skeleton Army P.E.K.K.A Bomber Wizard Freeze
Bomber Wizard Skeleton Army Freeze P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Monk Freeze P.E.K.K.A
Wizard Bomber Skeleton Army P.E.K.K.A
Bomber Wizard Skeleton Army
Wizard Freeze Bomber
P.E.K.K.A
Bomber Wizard Skeleton Army P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A
Bomber Wizard Monk
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Monk
P.E.K.K.A Skeleton Army
Wizard Freeze Monk
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Freeze P.E.K.K.A Skeleton Army Monk
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Monk
Skeleton Army P.E.K.K.A Wizard
Wizard Bomber Skeleton Army
Skeleton Army Bomber Freeze P.E.K.K.A Monk
Bomber Wizard Freeze 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.)

Freeze Monk
Monk
Freeze
Bomber Wizard
Wizard Freeze Monk
Bomber Wizard
Wizard Freeze
Monk Wizard
Monk Wizard
Monk Wizard
Freeze Monk
Bomber Wizard
Wizard
Monk Freeze
Bomber
Bomber Wizard Monk
Bomber Wizard Monk
Monk
Wizard
Monk
Monk
Freeze Bomber Wizard
Wizard Monk
Wizard Monk
Wizard
Wizard Freeze
Bomber Wizard
Freeze Monk
P.E.K.K.A
Wizard Monk
Skeleton Army Freeze
Wizard Monk
Freeze
Wizard
Bomber Wizard
Monk
P.E.K.K.A
Freeze
Freeze Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: