My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon Magic Archer

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.

Wizard Baby Dragon P.E.K.K.A Magic Archer 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

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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Baby Dragon P.E.K.K.A Magic Archer 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 Magic Archer

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
Giant Snowball
Hog Rider Baby Dragon
Zap
Barbarian Barrel
Wizard Magic Archer
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Wizard Baby Dragon P.E.K.K.A Magic Archer
Fireball
Hog Rider Wizard Baby Dragon Magic Archer
Poison
Wizard Magic Archer
Lightning
Wizard Baby Dragon Magic Archer
Rocket
Hog Rider Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Baby Dragon Magic Archer 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 Baby Dragon P.E.K.K.A Mega Knight

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.

Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Hog Rider Baby Dragon Magic Archer Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Arrows Hog Rider Baby Dragon

Attack Synergies 6 13

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 Hog Rider P.E.K.K.A Baby Dragon Magic Archer Mega Knight
Arrows
Zap Hog Rider P.E.K.K.A Mega Knight
Hog Rider
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Wizard
Hog Rider P.E.K.K.A Mega Knight
Baby Dragon
Zap Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Magic Archer Wizard Baby Dragon
Magic Archer
P.E.K.K.A Zap Hog Rider Mega Knight
Mega Knight
Zap Arrows Hog Rider Wizard Baby Dragon Magic Archer

Defense Synergies 2 10

Zap
Mega Knight Arrows Baby Dragon P.E.K.K.A Magic Archer
Arrows
Mega Knight Zap P.E.K.K.A
Hog Rider
Wizard
P.E.K.K.A Mega Knight
Baby Dragon
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Wizard Baby Dragon
Magic Archer
Zap Mega Knight
Mega Knight
Zap Arrows Wizard Baby Dragon Magic Archer

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.

Zap Wizard Baby Dragon Magic Archer
P.E.K.K.A Zap Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Zap Baby Dragon Magic Archer Mega Knight
Zap Arrows Wizard Baby Dragon Magic Archer
Zap Arrows Baby Dragon P.E.K.K.A Magic Archer Mega Knight
P.E.K.K.A
Mega Knight
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Arrows Zap Wizard Baby Dragon Magic Archer
P.E.K.K.A Mega Knight Zap Wizard
Wizard Mega Knight Zap Arrows Baby Dragon P.E.K.K.A Magic Archer
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows P.E.K.K.A
Arrows Mega Knight Zap Wizard Baby Dragon Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
P.E.K.K.A
Wizard Mega Knight Arrows Baby Dragon 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 P.E.K.K.A
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight
Arrows Wizard Zap Baby Dragon Magic Archer
P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Baby Dragon Magic Archer
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Wizard
Wizard Baby Dragon Magic Archer Mega Knight
Zap Baby Dragon P.E.K.K.A Magic Archer
Arrows Mega Knight Zap Wizard Baby Dragon P.E.K.K.A Magic Archer
Zap 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.)

Magic Archer Arrows Baby Dragon
Arrows Zap Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows
Wizard Zap Arrows Baby Dragon Magic Archer Mega Knight
Arrows Wizard Zap Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Zap Wizard Baby Dragon Magic Archer
Arrows Zap Wizard
Zap Arrows Wizard Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer
Magic Archer Arrows Wizard Baby Dragon Mega Knight
Arrows
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Baby Dragon Magic Archer Mega Knight
Arrows Wizard
Zap Arrows Baby Dragon
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Arrows Zap Wizard Baby Dragon Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer Mega Knight
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer
Zap Wizard
Zap Arrows Wizard Magic Archer Mega Knight
Zap Arrows Magic Archer
P.E.K.K.A Mega Knight
Arrows Wizard Magic Archer
Zap Magic Archer
Zap Arrows Wizard Baby Dragon Magic Archer
Arrows
Wizard Baby Dragon Magic Archer Mega Knight
Arrows Zap Wizard Baby Dragon Magic Archer
Zap Arrows
P.E.K.K.A Mega Knight
Zap Baby Dragon Magic Archer
Zap Magic Archer
Zap Baby Dragon Magic Archer Mega Knight
P.E.K.K.A
Wizard Mega Knight

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