My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Magic Archer

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Giant 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 Giant

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 Giant

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.

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

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 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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Mini P.E.K.K.A Hog Rider Giant Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Minions Mini P.E.K.K.A

Attack Synergies 10 11

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 Giant P.E.K.K.A Minions Mini P.E.K.K.A
Arrows
Zap Hog Rider Giant P.E.K.K.A Mini P.E.K.K.A
Minions
Hog Rider Giant Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Giant Zap Arrows Minions Hog Rider Wizard
Hog Rider
Zap Arrows Minions Mini P.E.K.K.A Giant Wizard
Giant
Zap Arrows Minions Mini P.E.K.K.A Hog Rider Wizard
Wizard
Mini P.E.K.K.A Hog Rider Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Minions Wizard

Defense Synergies 1 8

Zap
Mini P.E.K.K.A Arrows Minions P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Minions
Zap P.E.K.K.A
Mini P.E.K.K.A
Zap Arrows Wizard
Hog Rider
Giant
Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Zap Arrows Minions 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 Minions Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Minions
Mini P.E.K.K.A P.E.K.K.A Minions
Mini P.E.K.K.A P.E.K.K.A Minions
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Minions
Minions Zap Arrows Wizard
Zap Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Minions
Mini P.E.K.K.A
Minions Zap Arrows Wizard
Arrows Minions Zap Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Minions Wizard
Wizard Zap Arrows Minions Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Minions Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Minions Wizard
Zap Arrows Wizard Minions
Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Minions 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 Zap P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Zap Minions
Mini P.E.K.K.A P.E.K.K.A Minions
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Minions Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Minions Mini P.E.K.K.A
P.E.K.K.A Zap Arrows
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Zap Minions Mini P.E.K.K.A P.E.K.K.A
Arrows Minions Zap 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
Arrows Zap
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Zap Minions
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minions Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Minions
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Minions Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Zap Arrows Wizard
Minions
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Zap Minions Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Minions
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Minions
Zap
Zap

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