My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Berserker

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!
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!
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.

Firecracker

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.

Knight Firecracker 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 Wall Breakers

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 Wall Breakers

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight 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.

Barbarians

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.

Mirror Wall Breakers Arrows Knight Firecracker Hog Rider Barbarians P.E.K.K.A

Shortest cycle

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

8 Mirror Wall Breakers Arrows Knight

Attack Synergies 7 8

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.

Arrows
Hog Rider Mirror P.E.K.K.A Knight Wall Breakers
Knight
Firecracker Hog Rider Wall Breakers Arrows
Firecracker
Knight Hog Rider Mirror Wall Breakers P.E.K.K.A
Barbarians
Hog Rider
Hog Rider
Arrows Knight Firecracker Barbarians Mirror
Mirror
Arrows Firecracker Hog Rider Wall Breakers
Wall Breakers
Knight Arrows Firecracker Mirror
P.E.K.K.A
Arrows Firecracker

Defense Synergies 2 5

Arrows
Mirror Knight Barbarians P.E.K.K.A
Knight
Firecracker Arrows
Firecracker
Knight Mirror P.E.K.K.A
Barbarians
Arrows
Hog Rider
Mirror
Arrows Firecracker
Wall Breakers
P.E.K.K.A
Arrows 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
Barbarians P.E.K.K.A Knight Firecracker
Barbarians P.E.K.K.A Knight
Barbarians P.E.K.K.A Knight Firecracker
Arrows Firecracker Barbarians P.E.K.K.A
Arrows Firecracker
Arrows Firecracker
Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Knight Firecracker Barbarians
Barbarians Arrows Knight Firecracker
Arrows Firecracker
Barbarians P.E.K.K.A Knight
Arrows Firecracker Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Knight
Barbarians P.E.K.K.A
Barbarians Arrows Knight Firecracker P.E.K.K.A
Arrows Knight Firecracker Barbarians
Arrows Knight Firecracker Barbarians
Barbarians P.E.K.K.A
Arrows Knight Firecracker Barbarians 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 P.E.K.K.A
Arrows Knight Firecracker
Barbarians P.E.K.K.A Knight
P.E.K.K.A Knight Barbarians
Barbarians P.E.K.K.A Knight
Arrows Firecracker
P.E.K.K.A Knight Barbarians
P.E.K.K.A Knight Barbarians
P.E.K.K.A Knight Firecracker Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Knight
Firecracker Barbarians
Barbarians Knight Firecracker P.E.K.K.A
Arrows Firecracker Barbarians P.E.K.K.A
Arrows

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 Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Barbarians
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker
P.E.K.K.A
Firecracker

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