My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Skeletons Electro Dragon P.E.K.K.A Royal Ghost Goblinstein

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 Royal Ghost

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 P.E.K.K.A Royal Ghost

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 Electro Dragon Royal Ghost

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
Skeletons Hog Rider
Giant Snowball
Skeletons Hog Rider Electro Dragon
Zap
Skeletons
Barbarian Barrel
Skeletons Royal Ghost
The Log
Skeletons Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Hog Rider Electro Dragon P.E.K.K.A Royal Ghost
Fireball
Hog Rider Electro Dragon
Poison
Electro Dragon
Lightning
Electro Dragon Goblinstein
Rocket
Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon Royal Ghost

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 P.E.K.K.A Royal Ghost

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Royal Ghost Hog Rider Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Royal Ghost

Attack Synergies 6 3

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.

Skeletons
Zap
Arrows Hog Rider P.E.K.K.A Electro Dragon Royal Ghost
Arrows
Zap Hog Rider P.E.K.K.A
Hog Rider
Zap Arrows
Electro Dragon
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Goblinstein Electro Dragon
Royal Ghost
Zap
Goblinstein
P.E.K.K.A

Defense Synergies 1 9

Skeletons
Zap Electro Dragon P.E.K.K.A Royal Ghost
Zap
Skeletons Arrows Electro Dragon P.E.K.K.A Royal Ghost
Arrows
Zap P.E.K.K.A
Hog Rider
Electro Dragon
Skeletons Zap
P.E.K.K.A
Goblinstein Skeletons Zap Arrows
Royal Ghost
Skeletons Zap
Goblinstein
P.E.K.K.A

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 Electro Dragon
P.E.K.K.A Skeletons Zap Electro Dragon
P.E.K.K.A Skeletons Electro Dragon
P.E.K.K.A Skeletons Electro Dragon
Arrows P.E.K.K.A
Arrows Skeletons Zap Electro Dragon Royal Ghost
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Royal Ghost
Skeletons Zap Arrows Electro Dragon Royal Ghost
Arrows Zap Electro Dragon
P.E.K.K.A Skeletons Zap Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap P.E.K.K.A Goblinstein
Skeletons Arrows Electro Dragon P.E.K.K.A
Arrows Zap Electro Dragon Royal Ghost
Zap Arrows Electro Dragon Royal Ghost
P.E.K.K.A
Royal Ghost Arrows Electro Dragon 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.

Skeletons Zap P.E.K.K.A Royal Ghost
Zap Arrows Electro Dragon Royal Ghost
P.E.K.K.A Skeletons Zap Electro Dragon
P.E.K.K.A Zap
P.E.K.K.A Skeletons
Arrows Goblinstein Skeletons Zap Electro Dragon
P.E.K.K.A Skeletons
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Goblinstein Skeletons
P.E.K.K.A Skeletons
P.E.K.K.A Electro Dragon
P.E.K.K.A Zap Arrows
P.E.K.K.A Skeletons
Electro Dragon
Electro Dragon Skeletons Zap P.E.K.K.A Goblinstein
Arrows Zap Electro Dragon P.E.K.K.A Royal Ghost
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.)

Arrows Electro Dragon Royal Ghost
Arrows Zap Electro Dragon Royal Ghost
Arrows Electro Dragon
Arrows
Zap Arrows Goblinstein
Arrows Goblinstein Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon Goblinstein
Arrows Zap Electro Dragon Royal Ghost
Zap Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Zap Electro Dragon Goblinstein
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
P.E.K.K.A
Arrows
Zap Electro Dragon Goblinstein
Zap Arrows Electro Dragon
Arrows
Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon P.E.K.K.A
Zap Electro Dragon
Zap Electro Dragon
Electro Dragon Zap Royal Ghost
P.E.K.K.A
Electro Dragon

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