My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Fire Spirit Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight 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.

Arrows

Punishments

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

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.

Fire Spirit Knight 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.

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 Skeleton Army
Giant Snowball
Fire Spirit Archers Cannon Hog Rider Skeleton Army
Zap
Fire Spirit Archers Cannon Skeleton Army
Barbarian Barrel
Fire Spirit Archers Knight Cannon Skeleton Army
The Log
Fire Spirit Archers Cannon Hog Rider Skeleton Army
Earthquake
Archers Cannon Hog Rider Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army
Royal Delivery
Fire Spirit Archers Knight Hog Rider Skeleton Army P.E.K.K.A
Fireball
Archers Cannon Hog Rider Skeleton Army
Poison
Archers Cannon Skeleton Army
Lightning
Knight Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows

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.

Fire Spirit Arrows Knight 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.

Fire Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Archers Arrows Knight Cannon Skeleton Army Hog Rider P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Archers Arrows Knight

Attack Synergies 6 5

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.

Fire Spirit
Hog Rider P.E.K.K.A Knight
Archers
Knight Arrows Hog Rider P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Archers Knight
Knight
Archers Hog Rider Fire Spirit Arrows
Cannon
Hog Rider
Fire Spirit Arrows Knight Archers
Skeleton Army
P.E.K.K.A
Fire Spirit Arrows Archers

Defense Synergies 3 9

Fire Spirit
Knight P.E.K.K.A
Archers
Knight Cannon Skeleton Army P.E.K.K.A
Arrows
Knight Cannon P.E.K.K.A
Knight
Fire Spirit Archers Cannon Arrows Skeleton Army
Cannon
Knight Archers Arrows Skeleton Army
Hog Rider
Skeleton Army
Archers Knight Cannon
P.E.K.K.A
Fire Spirit Archers Arrows

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.

Knight Cannon
Skeleton Army P.E.K.K.A Knight Cannon
Cannon Skeleton Army P.E.K.K.A Fire Spirit Archers Knight
Cannon Skeleton Army P.E.K.K.A Knight
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Fire Spirit Archers Cannon
Fire Spirit Archers Arrows Cannon
Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Skeleton Army
Knight Skeleton Army Fire Spirit Archers Cannon
Archers Skeleton Army Arrows Knight Cannon
Arrows Archers
Cannon Skeleton Army P.E.K.K.A Fire Spirit Knight
Fire Spirit Skeleton Army Arrows Cannon P.E.K.K.A
Skeleton Army P.E.K.K.A Knight Cannon
Skeleton Army Cannon P.E.K.K.A
Arrows Knight Cannon Skeleton Army P.E.K.K.A
Fire Spirit Arrows Cannon Archers Knight Skeleton Army
Arrows Fire Spirit Archers Knight Cannon
P.E.K.K.A Cannon
Skeleton Army Fire Spirit Archers Arrows Knight Cannon P.E.K.K.A
P.E.K.K.A Cannon Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Archers P.E.K.K.A
Archers Arrows Knight
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Cannon Skeleton Army
Fire Spirit Arrows Archers
Skeleton Army P.E.K.K.A Archers Knight
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Knight Cannon
Archers Cannon Skeleton Army
Skeleton Army Archers Knight P.E.K.K.A
Arrows Archers Cannon P.E.K.K.A
Arrows Cannon

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 Knight
Arrows
Arrows
Arrows Knight
Fire Spirit Arrows
Arrows Fire Spirit
Fire Spirit Archers Arrows
Arrows Fire Spirit
Arrows
Fire Spirit
Arrows Knight
Fire Spirit Archers Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Fire Spirit Archers Skeleton Army
Fire Spirit Archers Arrows
Arrows
Knight
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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