My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde 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.

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.

Zap Arrows

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.

Missing

Dropped at the bridge

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

Minion Horde Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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 Mini P.E.K.K.A Skeleton Army 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.

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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Skeleton Army Mini P.E.K.K.A Hog Rider Minion Horde Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Skeleton Army Mini P.E.K.K.A

Attack Synergies 5 8

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.

Zap
Arrows Hog Rider P.E.K.K.A Minion Horde Mini P.E.K.K.A
Arrows
Zap Hog Rider P.E.K.K.A Mini P.E.K.K.A
Minion Horde
Zap Hog Rider
Mini P.E.K.K.A
Zap Arrows Hog Rider Wizard
Hog Rider
Zap Arrows Minion Horde Mini P.E.K.K.A Wizard
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Arrows Wizard

Defense Synergies 1 10

Zap
Mini P.E.K.K.A Arrows Minion Horde Skeleton Army P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Minion Horde
Zap
Mini P.E.K.K.A
Zap Arrows Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army
Zap Mini P.E.K.K.A Wizard
P.E.K.K.A
Zap Arrows 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.

Zap Minion Horde Wizard
Minion Horde Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap
Minion Horde Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Minion Horde Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Skeleton Army Zap
Minion Horde Zap Arrows Wizard
Zap Arrows P.E.K.K.A
Minion Horde Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Skeleton Army Minion Horde Mini P.E.K.K.A
Minion Horde Skeleton Army Zap Arrows Wizard
Arrows Minion Horde Zap Wizard
Minion Horde Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Wizard
Wizard Skeleton Army Zap Arrows Minion Horde Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Minion Horde
Minion Horde Skeleton Army Zap Mini P.E.K.K.A P.E.K.K.A
Minion Horde Wizard Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Zap Minion Horde Wizard Skeleton Army
Zap Arrows Wizard
Mini P.E.K.K.A P.E.K.K.A
Wizard Skeleton Army Arrows Minion Horde Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Skeleton Army P.E.K.K.A Zap Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Minion Horde
P.E.K.K.A Minion Horde Mini P.E.K.K.A Skeleton Army
Arrows Wizard Zap Minion Horde
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Minion Horde
Mini P.E.K.K.A P.E.K.K.A Minion Horde Skeleton Army
Zap Minion Horde P.E.K.K.A Mini P.E.K.K.A Skeleton Army
P.E.K.K.A Minion Horde Skeleton Army
P.E.K.K.A Minion Horde Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Arrows
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Minion Horde Wizard
Wizard Minion Horde Skeleton Army
Skeleton Army Zap Minion Horde Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Minion Horde Mini P.E.K.K.A 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.)

Arrows Minion Horde
Arrows Zap
Arrows Minion Horde
Arrows
Wizard Zap Arrows Minion Horde
Arrows Wizard Zap Minion Horde
Arrows Minion Horde Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minion Horde Mini P.E.K.K.A
Zap Arrows Minion Horde Wizard
Zap Arrows Wizard
Arrows Minion Horde
Zap Arrows
Zap Arrows Minion Horde Wizard
Arrows Minion Horde Wizard
Arrows
Minion Horde Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Zap Arrows Wizard
Minion Horde
Arrows Wizard
Zap Arrows Minion Horde
Zap Arrows Wizard
Minion Horde
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde Mini P.E.K.K.A
Zap Arrows Minion Horde Wizard
Zap Arrows Minion Horde
P.E.K.K.A Minion Horde
Arrows Wizard
Zap Minion Horde Skeleton Army
Zap Arrows Wizard
Arrows
Minion Horde Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows
Minion Horde P.E.K.K.A
Zap Minion Horde
Zap
Zap

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