My Best Clash Royale Deck

Deck Check Rating

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

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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Arrows Fireball The Log

Punishments

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

Mortar Mini P.E.K.K.A 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.

Goblins Mortar 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.

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
Archers Hog Rider
Giant Snowball
Goblins Archers Hog Rider
Zap
Goblins Archers Mortar
Barbarian Barrel
Goblins Archers Mortar
The Log
Goblins Archers Mini P.E.K.K.A Hog Rider
Earthquake
Archers Mortar Hog Rider
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Mini P.E.K.K.A Hog Rider
Fireball
Archers Mortar Hog Rider
Poison
Archers Mortar
Lightning
Mortar Mini P.E.K.K.A
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball The Log

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 Mini 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.

Goblins Fireball

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.

Goblins The Log Archers Arrows Mortar Fireball Mini P.E.K.K.A Hog Rider

Shortest cycle

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

10 Goblins The Log Archers Arrows

Attack Synergies 5 13

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.

Goblins
Hog Rider Archers
Archers
Goblins Arrows Mortar Mini P.E.K.K.A Hog Rider
Arrows
Fireball Hog Rider Archers Mortar Mini P.E.K.K.A
Mortar
Archers Arrows Fireball Hog Rider The Log
Fireball
Arrows Hog Rider Mortar The Log
Mini P.E.K.K.A
Archers Arrows Hog Rider The Log
Hog Rider
Goblins Arrows Fireball The Log Archers Mortar Mini P.E.K.K.A
The Log
Hog Rider Mortar Fireball Mini P.E.K.K.A

Defense Synergies 2 12

Goblins
Archers Mortar The Log
Archers
Goblins Mortar Mini P.E.K.K.A The Log
Arrows
Mortar Fireball Mini P.E.K.K.A
Mortar
Goblins Archers Arrows Fireball The Log
Fireball
The Log Arrows Mortar Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Archers Arrows Fireball
Hog Rider
The Log
Fireball Mini P.E.K.K.A Goblins Archers Mortar

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.

Mortar Fireball The Log
Mini P.E.K.K.A Goblins Mortar The Log
Mortar Mini P.E.K.K.A Goblins Archers
Mini P.E.K.K.A Goblins Mortar
Arrows Fireball Mini P.E.K.K.A The Log
Arrows Fireball The Log Goblins Archers
Archers Arrows Mortar Fireball
Arrows Fireball The Log
Mini P.E.K.K.A Goblins Mortar
Goblins Archers Mini P.E.K.K.A
Goblins Archers Arrows Fireball The Log
Arrows Archers Fireball
Mortar Mini P.E.K.K.A Fireball The Log
Fireball Goblins Arrows Mortar Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mortar
Mortar Fireball Mini P.E.K.K.A The Log
Goblins Arrows Mortar Fireball Mini P.E.K.K.A
Arrows Mortar Fireball Goblins Archers The Log
Arrows Mortar The Log Archers Fireball
Mini P.E.K.K.A Mortar
Goblins Archers Arrows Fireball Mini P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Goblins Archers Fireball
Fireball Archers Arrows Mortar Mini P.E.K.K.A The Log
Goblins Mini P.E.K.K.A The Log
Mini P.E.K.K.A Fireball The Log
Mini P.E.K.K.A
Arrows Fireball Archers
Mini P.E.K.K.A Goblins Archers Fireball
Mini P.E.K.K.A
Goblins Mortar Fireball Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Arrows Fireball The Log
Mini P.E.K.K.A Fireball
Archers Fireball
Goblins Archers Mortar Fireball Mini P.E.K.K.A The Log
Arrows Archers Fireball Mini P.E.K.K.A The Log

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 Mortar The Log
Arrows Mortar Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows Mortar The Log
Arrows Fireball
Archers Arrows Mortar The Log
Arrows Fireball The Log
Arrows Fireball The Log Mortar
Goblins Fireball Mini P.E.K.K.A
Arrows Mortar Fireball The Log
Fireball Archers Arrows
Mortar Fireball The Log
Arrows Mortar Fireball
Arrows Mortar Fireball The Log
Arrows Mortar Fireball The Log
Arrows Mortar Fireball The Log
Arrows Mortar Fireball
Mini P.E.K.K.A
Archers Arrows Mortar Fireball Mini P.E.K.K.A The Log
Arrows Mortar Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Mortar Fireball The Log
Arrows The Log Mortar Fireball
Arrows Mortar Fireball The Log
Fireball Arrows Mortar The Log
Fireball Arrows Mortar The Log
Archers Arrows Fireball
Fireball
Fireball Mini P.E.K.K.A
Arrows Mortar Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Archers Fireball
Fireball Archers Arrows
Arrows The Log Fireball
Fireball Mini P.E.K.K.A
Arrows The Log Mortar Fireball
Arrows Fireball
Fireball The Log
Fireball
Mortar Fireball The Log

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