My Best Clash Royale Deck

Deck Check Rating

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

5 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!
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.

Firecracker Wizard

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.

Firecracker Wizard 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 Rage

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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 Mini P.E.K.K.A 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
Giant Snowball
Cannon Hog Rider
Zap
Cannon Firecracker
Barbarian Barrel
Cannon Firecracker Wizard
The Log
Cannon Firecracker Mini P.E.K.K.A Hog Rider
Earthquake
Cannon Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Firecracker Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A
Fireball
Cannon Firecracker Hog Rider Wizard
Poison
Cannon Firecracker Wizard
Lightning
Cannon Mini P.E.K.K.A Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard

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 Mini P.E.K.K.A Rage 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Cannon Firecracker Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Cannon Firecracker

Attack Synergies 4 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.

Arrows
Hog Rider P.E.K.K.A Mini P.E.K.K.A
Cannon
Firecracker
Hog Rider Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Arrows Firecracker Hog Rider Wizard Rage
Hog Rider
Arrows Firecracker Rage Mini P.E.K.K.A Wizard
Wizard
Mini P.E.K.K.A Hog Rider Rage P.E.K.K.A
Rage
Hog Rider Mini P.E.K.K.A Wizard
P.E.K.K.A
Arrows Firecracker Wizard

Defense Synergies 0 10

Arrows
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon
Arrows Firecracker Mini P.E.K.K.A Wizard
Firecracker
Cannon Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Arrows Cannon Firecracker Wizard
Hog Rider
Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A
Rage
P.E.K.K.A
Arrows Firecracker Wizard

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.

Cannon Firecracker Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon Firecracker
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon Mini P.E.K.K.A P.E.K.K.A Firecracker
Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Cannon Firecracker
Arrows Cannon Firecracker Wizard
Arrows Cannon P.E.K.K.A
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon Firecracker Mini P.E.K.K.A
Arrows Cannon Firecracker Wizard
Arrows Firecracker Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Arrows Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Cannon
Cannon Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Cannon Firecracker Wizard
Arrows Wizard Cannon Firecracker
Mini P.E.K.K.A P.E.K.K.A Cannon
Wizard Arrows Cannon Firecracker Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Wizard
P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Cannon Mini P.E.K.K.A
Arrows Firecracker Wizard
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Firecracker Mini P.E.K.K.A
P.E.K.K.A Cannon
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Arrows
Mini P.E.K.K.A P.E.K.K.A Cannon Wizard
Wizard Cannon Firecracker
Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Cannon Firecracker Mini P.E.K.K.A Wizard 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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Mini P.E.K.K.A
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Firecracker Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker Mini P.E.K.K.A Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker
P.E.K.K.A
Firecracker Wizard

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