My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Inferno Dragon

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 P.E.K.K.A Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Graveyard

Damage spells

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

Arrows The Log

Punishments

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

Hog Rider Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Knight 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 Graveyard

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 Skeleton Army Inferno Dragon Graveyard
Giant Snowball
Hog Rider Skeleton Army Inferno Dragon Graveyard
Zap
Skeleton Army Inferno Dragon Graveyard
Barbarian Barrel
Knight Skeleton Army Graveyard
The Log
Hog Rider Skeleton Army Graveyard
Earthquake
Hog Rider Skeleton Army Graveyard
Arrows
Skeleton Army Graveyard
Royal Delivery
Knight Hog Rider Skeleton Army P.E.K.K.A Inferno Dragon Graveyard
Fireball
Hog Rider Skeleton Army Inferno Dragon
Poison
Skeleton Army Graveyard
Lightning
Knight Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Arrows Knight Skeleton Army P.E.K.K.A Inferno Dragon

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 Graveyard

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.

The Log Arrows Knight Skeleton Army Hog Rider Inferno Dragon Graveyard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Skeleton Army

Attack Synergies 6 6

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
Hog Rider P.E.K.K.A Graveyard Knight
Knight
Hog Rider Graveyard Arrows The Log
Hog Rider
Arrows Knight The Log Graveyard
Skeleton Army
P.E.K.K.A
Arrows The Log Graveyard
The Log
Hog Rider Knight P.E.K.K.A Graveyard
Inferno Dragon
Graveyard
Arrows Knight Hog Rider P.E.K.K.A The Log

Defense Synergies 1 7

Arrows
Knight P.E.K.K.A
Knight
Arrows Skeleton Army The Log
Hog Rider
Skeleton Army
Knight The Log Inferno Dragon
P.E.K.K.A
The Log Arrows
The Log
P.E.K.K.A Knight Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army The Log
Graveyard

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 The Log
Skeleton Army P.E.K.K.A Inferno Dragon Knight The Log
Skeleton Army P.E.K.K.A Knight Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Knight
Arrows Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log
Inferno Dragon Arrows
Arrows P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Skeleton Army
Knight Skeleton Army
Skeleton Army Arrows Knight The Log
Arrows Inferno Dragon
Skeleton Army P.E.K.K.A Knight The Log
Skeleton Army Arrows P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Inferno Dragon Knight
Skeleton Army P.E.K.K.A The Log Inferno Dragon
Arrows Knight Skeleton Army P.E.K.K.A
Arrows Knight Skeleton Army The Log
Arrows The Log Knight Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army Arrows Knight 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.

Knight Skeleton Army P.E.K.K.A
Arrows Knight The Log Inferno Dragon
Skeleton Army P.E.K.K.A Knight The Log
Skeleton Army P.E.K.K.A Knight The Log
P.E.K.K.A Knight Skeleton Army Inferno Dragon
Arrows
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army Inferno Dragon
P.E.K.K.A Knight Skeleton Army The Log Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Knight
Skeleton Army P.E.K.K.A Arrows The Log
Skeleton Army P.E.K.K.A Knight
Skeleton Army
Skeleton Army Knight P.E.K.K.A The Log Inferno Dragon
Arrows P.E.K.K.A The Log Inferno Dragon

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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Inferno Dragon
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Skeleton Army
Arrows
Arrows The Log
Knight
Arrows The Log
Arrows
P.E.K.K.A
The Log
The Log

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