My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

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.

Skeletons Bomber Knight Giant Little Prince

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Fireball

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 Giant

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.

Knight Mini P.E.K.K.A Hog Rider Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Knight 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Knight Little Prince Fireball Mini P.E.K.K.A Hog Rider Giant

Shortest cycle

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

9 Skeletons Bomber Knight Little Prince

Attack Synergies 4 12

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
Bomber
Giant Knight Mini P.E.K.K.A Hog Rider
Knight
Hog Rider Bomber Fireball Little Prince
Fireball
Hog Rider Knight Giant Little Prince
Mini P.E.K.K.A
Giant Bomber Hog Rider Little Prince
Hog Rider
Knight Fireball Bomber Mini P.E.K.K.A Giant Little Prince
Giant
Bomber Mini P.E.K.K.A Fireball Hog Rider Little Prince
Little Prince
Knight Fireball Mini P.E.K.K.A Hog Rider Giant

Defense Synergies 2 9

Skeletons
Bomber Knight Mini P.E.K.K.A Little Prince
Bomber
Knight Skeletons Mini P.E.K.K.A
Knight
Bomber Little Prince Skeletons Fireball Mini P.E.K.K.A
Fireball
Knight Mini P.E.K.K.A Little Prince
Mini P.E.K.K.A
Skeletons Bomber Knight Fireball
Hog Rider
Giant
Little Prince
Knight Skeletons 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.

Bomber Knight Fireball
Mini P.E.K.K.A Skeletons Bomber Knight
Mini P.E.K.K.A Skeletons Bomber Knight
Mini P.E.K.K.A Skeletons Bomber Knight
Bomber Fireball Mini P.E.K.K.A
Fireball Skeletons Bomber
Fireball Little Prince
Fireball
Mini P.E.K.K.A Skeletons
Knight Skeletons Bomber Mini P.E.K.K.A Little Prince
Skeletons Bomber Knight Fireball
Fireball
Mini P.E.K.K.A Skeletons Bomber Knight Fireball
Bomber Fireball Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Fireball Mini P.E.K.K.A
Skeletons Bomber Knight Fireball Mini P.E.K.K.A
Fireball Bomber Knight Little Prince
Bomber Knight Fireball Little Prince
Mini P.E.K.K.A
Bomber Knight Fireball Mini 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.

Knight Mini P.E.K.K.A Skeletons Fireball
Fireball Bomber Knight Mini P.E.K.K.A
Skeletons Knight Mini P.E.K.K.A
Mini P.E.K.K.A Knight Fireball
Skeletons Knight Mini P.E.K.K.A
Fireball Skeletons
Mini P.E.K.K.A Skeletons Knight Fireball
Mini P.E.K.K.A Knight
Skeletons Knight Fireball Mini P.E.K.K.A
Skeletons
Knight Mini P.E.K.K.A
Fireball
Mini P.E.K.K.A Skeletons Knight Fireball
Bomber Fireball
Skeletons Bomber Knight Fireball Mini P.E.K.K.A Little Prince
Bomber Fireball 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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Bomber Fireball
Fireball
Bomber
Fireball
Fireball
Fireball Mini P.E.K.K.A
Knight Fireball
Fireball
Knight Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber Mini P.E.K.K.A
Bomber Fireball Mini P.E.K.K.A
Bomber Fireball Little Prince
Fireball
Fireball
Fireball
Bomber Fireball Little Prince
Fireball
Fireball
Fireball
Fireball Little Prince
Fireball
Fireball Mini P.E.K.K.A
Bomber Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Knight Mini P.E.K.K.A
Bomber Fireball
Fireball
Fireball
Fireball
Fireball Little Prince

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