My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Ram Rider

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers

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.

Archers P.E.K.K.A Mega Knight

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 Fireball Rocket

Punishments

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

Hog Rider Mega Knight

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Rocket Mega Knight

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 Rocket P.E.K.K.A Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Fireball Hog Rider Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Archers Arrows Fireball

Attack Synergies 8 10

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 Fireball Hog Rider P.E.K.K.A Archers Mega Knight
Archers
Zap Arrows Hog Rider P.E.K.K.A Mega Knight
Arrows
Zap Fireball Hog Rider P.E.K.K.A Archers Mega Knight
Fireball
Zap Arrows Hog Rider Mega Knight
Hog Rider
Zap Arrows Fireball Archers Rocket Mega Knight
Rocket
Hog Rider
P.E.K.K.A
Zap Arrows Archers
Mega Knight
Zap Archers Arrows Fireball Hog Rider

Defense Synergies 3 8

Zap
Fireball Mega Knight Archers Arrows P.E.K.K.A
Archers
Zap P.E.K.K.A Mega Knight
Arrows
Mega Knight Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Mega Knight
Hog Rider
Rocket
P.E.K.K.A
Zap Archers Arrows
Mega Knight
Zap Arrows Archers 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.

Rocket Zap Fireball
P.E.K.K.A Zap Mega Knight
Rocket P.E.K.K.A Mega Knight Archers
P.E.K.K.A Mega Knight
Arrows Fireball Rocket P.E.K.K.A Mega Knight
Arrows Fireball Zap Archers Mega Knight
Rocket Zap Archers Arrows Fireball
Rocket Zap Arrows Fireball P.E.K.K.A Mega Knight
P.E.K.K.A
Archers Mega Knight
Archers Zap Arrows Fireball Mega Knight
Arrows Zap Archers Fireball
P.E.K.K.A Mega Knight Zap Fireball Rocket
Fireball Rocket Mega Knight Zap Arrows P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket Zap Fireball P.E.K.K.A Mega Knight
Mega Knight Arrows Fireball P.E.K.K.A
Arrows Fireball Mega Knight Zap Archers
Zap Arrows Archers Fireball Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Fireball P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers Arrows Rocket Mega Knight
P.E.K.K.A Mega Knight Zap Rocket
Rocket P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mega Knight
Arrows Fireball Rocket Zap Archers
Rocket P.E.K.K.A Archers Fireball
P.E.K.K.A Mega Knight
Zap Rocket P.E.K.K.A Mega Knight Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Zap Arrows Fireball
Rocket P.E.K.K.A Mega Knight Fireball
Archers Fireball Mega Knight
Zap Archers Fireball Rocket P.E.K.K.A
Arrows Mega Knight Zap Archers Fireball 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 Arrows Rocket
Arrows Fireball Zap
Rocket Arrows Fireball
Arrows Fireball Rocket
Fireball Rocket Zap Arrows Mega Knight
Arrows Fireball Zap Rocket
Archers Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Rocket Fireball
Rocket Zap Arrows Fireball
Fireball Zap Archers Arrows Rocket
Rocket Fireball
Arrows Fireball Rocket
Zap Arrows Fireball
Rocket Zap Arrows Fireball
Arrows Fireball Rocket Mega Knight
Arrows Fireball Rocket
Rocket
Rocket Zap Archers Arrows Fireball Mega Knight
Rocket Zap Arrows Fireball Mega Knight
Rocket Fireball Mega Knight
Rocket Arrows Fireball
Rocket
Rocket Zap Arrows Fireball
Zap Arrows Fireball Mega Knight
Arrows Fireball Zap
Fireball Zap Arrows Mega Knight
Fireball Rocket Zap Arrows
Zap Archers Arrows Fireball
Zap Rocket Fireball
Fireball
Zap Arrows Fireball Rocket Mega Knight
Zap Rocket Arrows Fireball
P.E.K.K.A Mega Knight
Rocket Arrows Fireball
Zap Archers Fireball Rocket
Fireball Rocket Zap Archers Arrows
Arrows Fireball
Fireball Rocket Mega Knight
Arrows Zap Fireball
Rocket Zap Arrows Fireball
P.E.K.K.A Mega Knight
Zap Fireball Rocket
Zap Fireball Rocket
Zap Fireball Rocket Mega Knight

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