My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Baby Dragon Inferno Dragon

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.

Baby Dragon Royal Ghost Inferno Dragon 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.

Missing

Punishments

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

Elite Barbarians Mini P.E.K.K.A Hog Rider Royal Ghost Mega Knight

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Baby Dragon Royal Ghost 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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Royal Ghost

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
Elite Barbarians Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Inferno Dragon
Zap
Skeleton Army Inferno Dragon
Barbarian Barrel
Elite Barbarians Skeleton Army Royal Ghost
The Log
Elite Barbarians Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Hog Rider Skeleton Army Baby Dragon Royal Ghost Inferno Dragon
Fireball
Elite Barbarians Hog Rider Skeleton Army Baby Dragon Inferno Dragon
Poison
Skeleton Army
Lightning
Elite Barbarians Mini P.E.K.K.A Baby Dragon Inferno Dragon
Rocket
Elite Barbarians Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Royal Ghost Mega Knight

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.

Mini P.E.K.K.A Skeleton Army Baby Dragon Royal Ghost Inferno Dragon 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.

Elite Barbarians Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Royal Ghost Mini P.E.K.K.A Hog Rider Baby Dragon Inferno Dragon Elite Barbarians Mega Knight

Shortest cycle

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

14 Skeleton Army Royal Ghost Mini P.E.K.K.A Hog Rider

Attack Synergies 1 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.

Elite Barbarians
Hog Rider Royal Ghost Mega Knight
Mini P.E.K.K.A
Hog Rider Baby Dragon Mega Knight
Hog Rider
Elite Barbarians Mini P.E.K.K.A Baby Dragon Mega Knight
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Hog Rider Inferno Dragon Mega Knight
Royal Ghost
Elite Barbarians Mega Knight
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Elite Barbarians Mini P.E.K.K.A Hog Rider Baby Dragon Royal Ghost

Defense Synergies 0 10

Elite Barbarians
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Elite Barbarians Skeleton Army Baby Dragon Royal Ghost
Hog Rider
Skeleton Army
Mini P.E.K.K.A Inferno Dragon
Baby Dragon
Mini P.E.K.K.A Inferno Dragon Mega Knight
Royal Ghost
Mini P.E.K.K.A Mega Knight
Inferno Dragon
Skeleton Army Baby Dragon Mega Knight
Mega Knight
Elite Barbarians Baby Dragon Royal Ghost Inferno Dragon

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.

Baby Dragon
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Baby Dragon Royal Ghost Mega Knight
Inferno Dragon Baby Dragon
Baby Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A Royal Ghost Mega Knight
Skeleton Army Baby Dragon Royal Ghost Mega Knight
Inferno Dragon Baby Dragon
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians
Skeleton Army Mega Knight Mini P.E.K.K.A Baby Dragon Royal Ghost
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Elite Barbarians Mini P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army
Mega Knight Elite Barbarians Skeleton Army Baby Dragon Royal Ghost
Baby Dragon Royal Ghost Inferno Dragon Mega Knight
Mini P.E.K.K.A Elite Barbarians Inferno Dragon
Skeleton Army Royal Ghost Mega Knight Elite Barbarians Mini P.E.K.K.A Baby Dragon

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 Mega Knight Elite Barbarians Royal Ghost
Elite Barbarians Mini P.E.K.K.A Baby Dragon Royal Ghost Inferno Dragon Mega Knight
Skeleton Army Mega Knight Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Baby Dragon
Mini P.E.K.K.A Skeleton Army Elite Barbarians
Mini P.E.K.K.A Mega Knight Elite Barbarians Skeleton Army Inferno Dragon
Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army Baby Dragon Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Elite Barbarians Mini P.E.K.K.A
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Baby Dragon Mega Knight
Elite Barbarians Skeleton Army Mini P.E.K.K.A Baby Dragon Inferno Dragon
Mega Knight Elite Barbarians Mini P.E.K.K.A Baby Dragon Royal Ghost Inferno Dragon

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.)

Baby Dragon Royal Ghost
Baby Dragon Royal Ghost
Baby Dragon
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon
Baby Dragon
Elite Barbarians Mini P.E.K.K.A
Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon Mega Knight
Inferno Dragon
Baby Dragon Royal Ghost
Baby Dragon Mega Knight
Baby Dragon
Elite Barbarians Baby Dragon
Elite Barbarians Mini P.E.K.K.A
Mega Knight
Mega Knight
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Baby Dragon Mega Knight
Baby Dragon
Elite Barbarians Mega Knight
Elite Barbarians Baby Dragon
Baby Dragon Royal Ghost Mega Knight
Inferno Dragon
Mega Knight

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