My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Mega Minion 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.

Mega Minion Wizard P.E.K.K.A

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.

Fireball Rocket Tornado

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.

Fireball Rocket

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket Tornado

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.

Mega Minion Rocket Skeleton Army Tornado 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 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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mega Minion Skeleton Army Tornado Fireball Hog Rider Wizard Rocket P.E.K.K.A

Shortest cycle

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

13 Mega Minion Skeleton Army Tornado Fireball

Attack Synergies 5 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.

Mega Minion
Fireball
Fireball
Hog Rider Tornado Mega Minion
Hog Rider
Fireball Wizard Rocket Tornado
Wizard
Tornado Hog Rider P.E.K.K.A
Rocket
Tornado Hog Rider
Skeleton Army
Tornado
Fireball Wizard Rocket P.E.K.K.A Hog Rider
P.E.K.K.A
Tornado Wizard

Defense Synergies 4 5

Mega Minion
Wizard Skeleton Army Tornado
Fireball
Tornado
Hog Rider
Wizard
Tornado Mega Minion Skeleton Army P.E.K.K.A
Rocket
Tornado
Skeleton Army
Mega Minion Wizard
Tornado
Fireball Wizard Rocket P.E.K.K.A Mega Minion
P.E.K.K.A
Tornado Wizard

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.

Rocket Mega Minion Fireball Wizard
Skeleton Army P.E.K.K.A Mega Minion
Rocket Skeleton Army Tornado P.E.K.K.A Mega Minion
Skeleton Army P.E.K.K.A Mega Minion
Fireball Rocket Skeleton Army Tornado P.E.K.K.A
Fireball Skeleton Army Tornado Mega Minion
Mega Minion Rocket Tornado Fireball Wizard
Rocket Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado
Skeleton Army Mega Minion Fireball Wizard Tornado
Mega Minion Fireball Wizard Tornado
Skeleton Army P.E.K.K.A Fireball Wizard Rocket
Fireball Wizard Rocket Skeleton Army Mega Minion Tornado P.E.K.K.A
Skeleton Army P.E.K.K.A
Rocket Skeleton Army Tornado Fireball P.E.K.K.A
Wizard Fireball Skeleton Army Tornado P.E.K.K.A
Fireball Mega Minion Wizard Skeleton Army Tornado
Wizard Tornado Mega Minion Fireball
P.E.K.K.A Tornado
Wizard Skeleton Army Fireball 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 Fireball P.E.K.K.A
Fireball Mega Minion Wizard Rocket
Skeleton Army P.E.K.K.A Rocket
Rocket Skeleton Army P.E.K.K.A Fireball Tornado
P.E.K.K.A Skeleton Army
Fireball Wizard Rocket Tornado
Rocket Skeleton Army P.E.K.K.A Mega Minion Fireball
P.E.K.K.A Skeleton Army
Rocket P.E.K.K.A Mega Minion Fireball Skeleton Army Tornado
P.E.K.K.A Mega Minion Skeleton Army
P.E.K.K.A Mega Minion
Rocket Skeleton Army P.E.K.K.A Fireball Tornado
Rocket Skeleton Army P.E.K.K.A Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Mega Minion Fireball Rocket Tornado P.E.K.K.A
Mega Minion Fireball Wizard 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.)

Fireball Rocket
Fireball Tornado
Rocket Fireball
Fireball Rocket
Fireball Wizard Rocket
Fireball Wizard Mega Minion Rocket Tornado
Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Rocket Fireball Tornado
Rocket Fireball Wizard Tornado
Fireball Wizard Rocket Tornado
Rocket Fireball
Fireball Rocket
Fireball
Rocket Fireball Wizard
Fireball Wizard Rocket
Fireball Rocket Tornado
Rocket
Rocket Mega Minion Fireball Wizard
Rocket Fireball Wizard Tornado
Rocket Fireball
Rocket Fireball Wizard Tornado
Rocket Tornado
Rocket Fireball
Tornado Fireball Wizard
Mega Minion
Fireball Wizard Tornado
Fireball Wizard Tornado
Fireball Rocket Tornado
Fireball Wizard Tornado
Rocket Mega Minion Fireball Wizard
Mega Minion Fireball
Fireball Wizard Rocket
Rocket Fireball
P.E.K.K.A
Rocket Fireball Wizard
Fireball Rocket Skeleton Army
Fireball Rocket Mega Minion Wizard Tornado
Fireball
Fireball Mega Minion Wizard Rocket
Fireball Wizard
Rocket Fireball Tornado
Mega Minion P.E.K.K.A
Fireball Rocket Tornado
Fireball Rocket Tornado
Fireball Rocket Tornado

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