My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman Ram Rider

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 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Knight Wizard P.E.K.K.A Bandit

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 Tornado

Punishments

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

Hog Rider Bandit

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.

Knight Hog Rider P.E.K.K.A Bandit

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 Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Tornado P.E.K.K.A

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.

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.

Skeletons Zap Knight Tornado Bandit Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Knight Tornado

Attack Synergies 6 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.

Skeletons
Zap
Hog Rider Tornado P.E.K.K.A Knight Bandit
Knight
Hog Rider Zap Wizard
Hog Rider
Zap Knight Wizard Tornado Bandit
Wizard
Tornado Knight Hog Rider P.E.K.K.A Bandit
Tornado
Zap Wizard P.E.K.K.A Hog Rider
P.E.K.K.A
Zap Tornado Wizard
Bandit
Zap Hog Rider Wizard

Defense Synergies 2 14

Skeletons
Zap Knight Wizard Tornado P.E.K.K.A Bandit
Zap
Skeletons Knight Tornado P.E.K.K.A Bandit
Knight
Skeletons Zap Wizard Tornado
Hog Rider
Wizard
Tornado Skeletons Knight P.E.K.K.A Bandit
Tornado
Wizard P.E.K.K.A Skeletons Zap Knight
P.E.K.K.A
Tornado Skeletons Zap Wizard
Bandit
Skeletons Zap 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 Knight Wizard
P.E.K.K.A Skeletons Zap Knight Bandit
Tornado P.E.K.K.A Skeletons Knight Bandit
P.E.K.K.A Skeletons Knight Bandit
Tornado P.E.K.K.A
Tornado Skeletons Zap Bandit
Tornado Zap Wizard
Zap P.E.K.K.A Bandit
P.E.K.K.A Skeletons Tornado
Knight Tornado Skeletons Bandit
Skeletons Zap Knight Wizard Tornado Bandit
Zap Wizard Tornado
P.E.K.K.A Skeletons Zap Knight Wizard Bandit
Wizard Zap Tornado P.E.K.K.A
P.E.K.K.A Knight Bandit
Tornado Zap P.E.K.K.A Bandit
Wizard Skeletons Knight Tornado P.E.K.K.A
Zap Knight Wizard Tornado Bandit
Zap Wizard Tornado Knight Bandit
P.E.K.K.A Tornado
Wizard Knight P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight Skeletons Zap P.E.K.K.A Bandit
Bandit Zap Knight Wizard
P.E.K.K.A Bandit Skeletons Zap Knight
P.E.K.K.A Zap Knight Tornado Bandit
P.E.K.K.A Skeletons Knight Bandit
Wizard Skeletons Zap Tornado
P.E.K.K.A Skeletons Knight Bandit
P.E.K.K.A Knight
Zap P.E.K.K.A Skeletons Knight Tornado Bandit
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons Knight Wizard Bandit
Wizard
Skeletons Zap Knight Tornado P.E.K.K.A
Zap 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.)

Knight Bandit
Zap Tornado Bandit
Bandit
Knight
Wizard Zap
Wizard Zap Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado Bandit
Tornado
Zap Knight Wizard Tornado Bandit
Zap Wizard Tornado
Knight Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Tornado
Zap Wizard Bandit
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard
Zap Wizard Tornado Bandit
Zap Wizard Tornado Bandit
Zap Tornado Bandit
Zap Wizard Tornado
Zap Wizard
Zap Wizard Bandit
Zap
P.E.K.K.A
Wizard
Zap Bandit
Zap Wizard Tornado
Knight Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Tornado
Zap Tornado
Zap Tornado Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: