My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Skeletons Ice Spirit Knight Firecracker

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.

Arrows Earthquake

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.

Earthquake

Dropped at the bridge

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

Ice Spirit Knight Mini P.E.K.K.A Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker Earthquake

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.

Ice Spirit Arrows Knight Mini P.E.K.K.A

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.

Ice Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Arrows Knight Firecracker Earthquake Mini P.E.K.K.A Hog Rider

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Knight

Attack Synergies 7 10

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.

Skeletons
Ice Spirit
Knight Hog Rider Firecracker Mini P.E.K.K.A
Arrows
Hog Rider Knight Earthquake Mini P.E.K.K.A
Knight
Ice Spirit Firecracker Hog Rider Arrows Earthquake
Firecracker
Knight Hog Rider Ice Spirit Earthquake Mini P.E.K.K.A
Earthquake
Hog Rider Arrows Knight Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Arrows Firecracker Earthquake Hog Rider
Hog Rider
Ice Spirit Arrows Knight Firecracker Earthquake Mini P.E.K.K.A

Defense Synergies 2 15

Skeletons
Ice Spirit Knight Firecracker Earthquake Mini P.E.K.K.A
Ice Spirit
Mini P.E.K.K.A Skeletons Knight Firecracker Earthquake
Arrows
Knight Mini P.E.K.K.A
Knight
Firecracker Skeletons Ice Spirit Arrows Earthquake Mini P.E.K.K.A
Firecracker
Knight Skeletons Ice Spirit Earthquake Mini P.E.K.K.A
Earthquake
Skeletons Ice Spirit Knight Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Skeletons Arrows Knight Firecracker Earthquake
Hog Rider

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 Knight Firecracker
Mini P.E.K.K.A Skeletons Ice Spirit Knight Firecracker
Mini P.E.K.K.A Skeletons Knight
Mini P.E.K.K.A Skeletons Knight Firecracker
Arrows Firecracker Earthquake Mini P.E.K.K.A
Arrows Skeletons Firecracker Earthquake
Ice Spirit Arrows Firecracker
Earthquake Arrows
Mini P.E.K.K.A Skeletons
Knight Skeletons Ice Spirit Firecracker Mini P.E.K.K.A
Skeletons Arrows Knight Firecracker Earthquake
Arrows Firecracker
Mini P.E.K.K.A Skeletons Ice Spirit Knight Earthquake
Ice Spirit Arrows Firecracker Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Ice Spirit Mini P.E.K.K.A
Skeletons Arrows Knight Firecracker Mini P.E.K.K.A
Ice Spirit Arrows Knight Firecracker
Arrows Earthquake Ice Spirit Knight Firecracker
Mini P.E.K.K.A
Arrows Knight Firecracker Earthquake Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeletons
Arrows Knight Firecracker Mini P.E.K.K.A
Skeletons Ice Spirit Knight Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Skeletons Knight Mini P.E.K.K.A
Arrows Firecracker Skeletons Ice Spirit
Mini P.E.K.K.A Skeletons Knight
Mini P.E.K.K.A Knight
Skeletons Ice Spirit Knight Firecracker Mini P.E.K.K.A
Skeletons
Knight Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Skeletons Knight
Firecracker
Skeletons Ice Spirit Knight Firecracker Mini P.E.K.K.A
Arrows Firecracker Earthquake Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A
Mini 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 Arrows Knight Firecracker
Arrows Firecracker
Earthquake Arrows
Earthquake Arrows Knight Firecracker
Arrows Firecracker Earthquake
Arrows Firecracker Ice Spirit
Arrows Firecracker Earthquake
Arrows Earthquake Ice Spirit Firecracker
Arrows Firecracker
Mini P.E.K.K.A
Firecracker Arrows Knight Earthquake
Arrows Firecracker
Earthquake Knight Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Arrows Earthquake
Mini P.E.K.K.A
Arrows Firecracker Earthquake Mini P.E.K.K.A
Arrows Firecracker Earthquake
Earthquake
Arrows
Earthquake Arrows
Arrows Firecracker Earthquake Ice Spirit
Arrows Firecracker Earthquake
Arrows
Arrows Firecracker
Arrows Firecracker
Ice Spirit Firecracker
Mini P.E.K.K.A
Arrows Earthquake
Ice Spirit Arrows Firecracker
Arrows Firecracker Earthquake
Earthquake Ice Spirit
Arrows Firecracker
Arrows
Knight Firecracker Mini P.E.K.K.A
Arrows Firecracker Earthquake
Arrows
Firecracker
Ice Spirit Firecracker
Firecracker
Firecracker
Firecracker

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