My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Hunter 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.

Elixir Golem Hunter P.E.K.K.A Royal Ghost Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake

Punishments

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

Elixir Golem Mini P.E.K.K.A Hog Rider Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

Elixir Golem Mini P.E.K.K.A Hog Rider P.E.K.K.A Royal Ghost Magic Archer

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.

Mini P.E.K.K.A Hog Rider Royal Ghost 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
Elixir Golem Hog Rider
Giant Snowball
Hog Rider
Zap
Barbarian Barrel
Elixir Golem Hunter Royal Ghost Magic Archer
The Log
Elixir Golem Mini P.E.K.K.A Hog Rider Hunter
Earthquake
Elixir Golem Hog Rider
Arrows
Royal Delivery
Elixir Golem Mini P.E.K.K.A Hog Rider Hunter P.E.K.K.A Royal Ghost Magic Archer
Fireball
Elixir Golem Hog Rider Hunter Magic Archer
Poison
Elixir Golem Hunter Magic Archer
Lightning
Mini P.E.K.K.A Hunter Magic Archer
Rocket
Hog Rider Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Hunter Royal Ghost Magic Archer

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.

Elixir Golem Mini P.E.K.K.A 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Earthquake Elixir Golem Royal Ghost Mini P.E.K.K.A Hog Rider Hunter Magic Archer P.E.K.K.A

Shortest cycle

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

13 Earthquake Elixir Golem Royal Ghost Mini P.E.K.K.A

Attack Synergies 3 15

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.

Earthquake
Elixir Golem Hog Rider Mini P.E.K.K.A Hunter P.E.K.K.A
Elixir Golem
Earthquake Mini P.E.K.K.A Hog Rider Hunter Royal Ghost Magic Archer
Mini P.E.K.K.A
Earthquake Elixir Golem Hog Rider Hunter Magic Archer
Hog Rider
Earthquake Elixir Golem Mini P.E.K.K.A Hunter Magic Archer
Hunter
Earthquake Elixir Golem Mini P.E.K.K.A Hog Rider P.E.K.K.A
P.E.K.K.A
Magic Archer Earthquake Hunter
Royal Ghost
Elixir Golem Magic Archer
Magic Archer
P.E.K.K.A Elixir Golem Mini P.E.K.K.A Hog Rider Royal Ghost

Defense Synergies 0 5

Earthquake
Mini P.E.K.K.A
Elixir Golem
Mini P.E.K.K.A
Earthquake Hunter Royal Ghost Magic Archer
Hog Rider
Hunter
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Hunter
Royal Ghost
Mini P.E.K.K.A
Magic Archer
Mini 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.

Earthquake Magic Archer
Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A
Earthquake Mini P.E.K.K.A P.E.K.K.A
Earthquake Hunter Royal Ghost Magic Archer
Hunter Magic Archer
Earthquake P.E.K.K.A Magic Archer
Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter Royal Ghost
Earthquake Hunter Royal Ghost Magic Archer
Hunter Magic Archer
Mini P.E.K.K.A Hunter P.E.K.K.A Earthquake
Earthquake Mini P.E.K.K.A Hunter P.E.K.K.A Royal Ghost Magic Archer
Mini P.E.K.K.A P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter P.E.K.K.A
Mini P.E.K.K.A Hunter P.E.K.K.A
Hunter Royal Ghost Magic Archer
Earthquake Hunter Royal Ghost Magic Archer
Mini P.E.K.K.A P.E.K.K.A Hunter
Royal Ghost Earthquake Mini P.E.K.K.A Hunter P.E.K.K.A

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 Royal Ghost
Mini P.E.K.K.A Hunter Royal Ghost Magic Archer
P.E.K.K.A Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Hunter
Hunter Magic Archer
Mini P.E.K.K.A P.E.K.K.A Hunter
Mini P.E.K.K.A P.E.K.K.A Hunter
P.E.K.K.A Mini P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Hunter
P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Hunter
Magic Archer
Mini P.E.K.K.A Hunter P.E.K.K.A Magic Archer
Earthquake Mini P.E.K.K.A Hunter P.E.K.K.A Royal Ghost Magic Archer

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.)

Earthquake Magic Archer Royal Ghost
Royal Ghost Magic Archer
Earthquake Magic Archer
Earthquake
Earthquake Magic Archer
Hunter Magic Archer
Earthquake Magic Archer
Earthquake Hunter Magic Archer
Mini P.E.K.K.A
Earthquake Magic Archer
Magic Archer
Earthquake Hunter Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Hunter Magic Archer
Earthquake Magic Archer
Earthquake
Mini P.E.K.K.A
Earthquake Mini P.E.K.K.A Hunter Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake
Earthquake Hunter Magic Archer
Earthquake Hunter Royal Ghost Magic Archer
Magic Archer
Magic Archer
Hunter Magic Archer
Mini P.E.K.K.A
Earthquake Hunter Magic Archer
Magic Archer
P.E.K.K.A
Earthquake Magic Archer
Earthquake Magic Archer
Hunter Magic Archer
Mini P.E.K.K.A Hunter Magic Archer
Earthquake Magic Archer
P.E.K.K.A
Magic Archer
Magic Archer
Royal Ghost Magic Archer
P.E.K.K.A

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