My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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 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 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.

Archers Firecracker Minion Horde

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 Knight Firecracker Royal Giant P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant 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.

Royal Giant 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.

Knight Barbarians Minion Horde Royal Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 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.

Royal Giant

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.

Barbarians Minion Horde

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.

Archers Knight Firecracker Hog Rider Barbarians Minion Horde Royal Giant P.E.K.K.A

Shortest cycle

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

13 Archers Knight Firecracker Hog Rider

Attack Synergies 5 9

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.

Archers
Knight Royal Giant Hog Rider P.E.K.K.A
Knight
Archers Firecracker Hog Rider Minion Horde
Firecracker
Knight Royal Giant Hog Rider P.E.K.K.A
Barbarians
Hog Rider
Minion Horde
Knight Royal Giant Hog Rider
Royal Giant
Firecracker Archers Minion Horde Hog Rider
Hog Rider
Knight Firecracker Archers Barbarians Minion Horde Royal Giant
P.E.K.K.A
Archers Firecracker

Defense Synergies 2 5

Archers
Knight Firecracker P.E.K.K.A
Knight
Archers Firecracker Minion Horde
Firecracker
Knight Archers P.E.K.K.A
Barbarians
Minion Horde
Minion Horde
Knight Barbarians
Royal Giant
Hog Rider
P.E.K.K.A
Archers Firecracker

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 Firecracker Minion Horde
Barbarians Minion Horde P.E.K.K.A Knight Firecracker
Barbarians Minion Horde P.E.K.K.A Archers Knight
Barbarians Minion Horde P.E.K.K.A Knight Firecracker
Firecracker Barbarians P.E.K.K.A
Archers Firecracker
Minion Horde Archers Firecracker
Barbarians P.E.K.K.A
Barbarians Minion Horde P.E.K.K.A
Knight Archers Firecracker Barbarians Minion Horde
Archers Barbarians Minion Horde Knight Firecracker
Minion Horde Archers Firecracker
Barbarians Minion Horde P.E.K.K.A Knight
Firecracker Barbarians Minion Horde P.E.K.K.A
Barbarians P.E.K.K.A Knight Minion Horde
Barbarians Minion Horde P.E.K.K.A
Barbarians Minion Horde Knight Firecracker P.E.K.K.A
Archers Knight Firecracker Barbarians Minion Horde
Archers Knight Firecracker Barbarians
Barbarians P.E.K.K.A
Archers Knight Firecracker Barbarians Minion Horde 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.

Knight Barbarians Archers P.E.K.K.A
Archers Knight Firecracker
Barbarians P.E.K.K.A Knight Minion Horde
P.E.K.K.A Knight Barbarians Minion Horde
Barbarians P.E.K.K.A Knight Minion Horde
Firecracker Archers Minion Horde
P.E.K.K.A Archers Knight Barbarians Minion Horde
P.E.K.K.A Knight Barbarians Minion Horde
Minion Horde P.E.K.K.A Knight Firecracker Barbarians
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Knight Barbarians Minion Horde
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Knight Minion Horde
Archers Firecracker Barbarians Minion Horde
Barbarians Archers Knight Firecracker Minion Horde P.E.K.K.A
Archers Firecracker Barbarians Minion Horde 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 Firecracker Minion Horde
Firecracker
Minion Horde
Knight Firecracker Barbarians
Firecracker Minion Horde
Firecracker Minion Horde
Archers Firecracker Minion Horde
Firecracker
Firecracker
Minion Horde
Firecracker Knight Minion Horde
Archers Firecracker
Knight Firecracker
Firecracker Minion Horde
Firecracker
Firecracker Minion Horde
Firecracker Minion Horde
Minion Horde
Archers Firecracker
Firecracker
Minion Horde
Barbarians Minion Horde
Firecracker
Minion Horde
Firecracker
Firecracker
Archers Firecracker Minion Horde
Firecracker Minion Horde
Minion Horde
Minion Horde
Firecracker Minion Horde
P.E.K.K.A Minion Horde
Firecracker
Minion Horde Archers Barbarians
Archers Firecracker
Knight Firecracker Minion Horde
Firecracker
Firecracker Minion Horde P.E.K.K.A
Firecracker Minion Horde
Firecracker
Firecracker
P.E.K.K.A
Firecracker

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