My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Zappies Witch Little Prince

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.

Zappies Witch P.E.K.K.A Little Prince

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.

Earthquake Fireball 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.

Earthquake Fireball

Dropped at the bridge

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

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
Giant Snowball
Hog Rider Zappies Witch Little Prince
Zap
Zappies Witch Little Prince
Barbarian Barrel
Zappies Witch Little Prince
The Log
Hog Rider Zappies Witch Little Prince
Earthquake
Hog Rider Zappies Witch
Arrows
Zappies Witch Little Prince
Royal Delivery
Hog Rider Zappies Witch P.E.K.K.A Little Prince
Fireball
Hog Rider Zappies Witch Little Prince
Poison
Zappies Witch Little Prince
Lightning
Witch Little Prince
Rocket
Hog Rider Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball

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.

Rage 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 Witch

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.

Rage Earthquake Little Prince Fireball Hog Rider Zappies Witch P.E.K.K.A

Shortest cycle

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

12 Rage Earthquake Little Prince Fireball

Attack Synergies 4 9

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.

Earthquake
Hog Rider Fireball P.E.K.K.A
Fireball
Hog Rider Earthquake Little Prince
Hog Rider
Earthquake Fireball Rage Zappies Witch Little Prince
Zappies
Hog Rider Rage P.E.K.K.A
Rage
Hog Rider Witch Zappies
Witch
Rage Hog Rider P.E.K.K.A
P.E.K.K.A
Earthquake Zappies Witch
Little Prince
Fireball Hog Rider

Defense Synergies 0 5

Earthquake
Fireball Zappies
Fireball
Earthquake Zappies Little Prince
Hog Rider
Zappies
Earthquake Fireball P.E.K.K.A
Rage
Witch
P.E.K.K.A
Zappies
Little Prince
Fireball

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.

Earthquake Fireball Zappies
P.E.K.K.A Zappies Witch
Witch P.E.K.K.A Zappies
Witch P.E.K.K.A Zappies
Earthquake Fireball P.E.K.K.A
Fireball Earthquake Zappies
Fireball Zappies Witch Little Prince
Earthquake Fireball P.E.K.K.A
Zappies Witch P.E.K.K.A
Zappies Little Prince
Witch Earthquake Fireball Zappies
Fireball Zappies Witch
P.E.K.K.A Earthquake Fireball Zappies Witch
Fireball Earthquake Zappies Witch P.E.K.K.A
P.E.K.K.A Zappies
Fireball Zappies P.E.K.K.A
Fireball Zappies Witch P.E.K.K.A
Fireball Zappies Witch Little Prince
Earthquake Witch Fireball Zappies Little Prince
P.E.K.K.A Zappies
Earthquake Fireball Zappies Witch P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Fireball Zappies Witch P.E.K.K.A
Fireball
Zappies P.E.K.K.A Witch
P.E.K.K.A Fireball Zappies
P.E.K.K.A Zappies Witch
Fireball Zappies Witch
P.E.K.K.A Fireball Zappies Witch
P.E.K.K.A Zappies
P.E.K.K.A Fireball Zappies Witch
Witch P.E.K.K.A Zappies
P.E.K.K.A Zappies Witch
P.E.K.K.A Fireball
P.E.K.K.A Fireball Zappies Witch
Fireball Zappies Witch
Zappies Witch Fireball P.E.K.K.A Little Prince
Earthquake Fireball Zappies Witch 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.)

Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Fireball
Fireball Earthquake
Fireball Witch
Earthquake Witch
Earthquake Fireball
Fireball
Fireball
Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball Witch
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball Witch Little Prince
Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Fireball Witch Little Prince
Witch
Fireball Earthquake Witch
Fireball Witch
Fireball
Fireball Witch Little Prince
Fireball Zappies Witch
Fireball
Earthquake Fireball
Fireball Zappies
P.E.K.K.A
Earthquake Fireball
Earthquake Fireball Zappies Witch
Fireball Zappies Witch
Fireball
Fireball
Earthquake Fireball
Fireball
P.E.K.K.A
Fireball Zappies Witch
Fireball Zappies Witch
Fireball Witch Little Prince

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