My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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.

Archers

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.

Archers Knight Royal Giant P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Hog Rider Royal Hogs

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.

Royal Giant Hog Rider Royal Hogs

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 Royal Giant Hog Rider Royal Hogs 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.

Hog Rider Royal Hogs

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
Archers Royal Giant Hog Rider Royal Hogs Skeleton Army
Giant Snowball
Archers Hog Rider Royal Hogs Skeleton Army
Zap
Archers Royal Giant Royal Hogs Skeleton Army
Barbarian Barrel
Archers Knight Royal Hogs Skeleton Army
The Log
Archers Royal Giant Hog Rider Royal Hogs Skeleton Army
Earthquake
Archers Hog Rider Royal Hogs Skeleton Army
Arrows
Archers Royal Hogs Skeleton Army
Royal Delivery
Archers Knight Hog Rider Royal Hogs Skeleton Army P.E.K.K.A
Fireball
Archers Hog Rider Royal Hogs Skeleton Army
Poison
Archers Royal Hogs Skeleton Army
Lightning
Knight
Rocket
Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Skeleton Army

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Skeleton Army Hog Rider Royal Hogs Royal Giant P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Knight Skeleton Army

Attack Synergies 6 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.

Archers
Knight Arrows Royal Giant Hog Rider Royal Hogs P.E.K.K.A
Arrows
Royal Giant Hog Rider Royal Hogs P.E.K.K.A Archers Knight
Knight
Archers Hog Rider Arrows Royal Hogs
Royal Giant
Arrows Archers Hog Rider
Hog Rider
Arrows Knight Archers Royal Giant
Royal Hogs
Arrows Archers Knight
Skeleton Army
P.E.K.K.A
Arrows Archers

Defense Synergies 1 5

Archers
Knight Skeleton Army P.E.K.K.A
Arrows
Knight P.E.K.K.A
Knight
Archers Arrows Skeleton Army
Royal Giant
Hog Rider
Royal Hogs
Skeleton Army
Archers Knight
P.E.K.K.A
Archers Arrows

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
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Archers Knight
Skeleton Army P.E.K.K.A Knight
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Archers
Archers Arrows
Arrows P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army Archers
Archers Skeleton Army Arrows Knight
Arrows Archers
Skeleton Army P.E.K.K.A Knight
Skeleton Army Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Arrows Knight Skeleton Army P.E.K.K.A
Arrows Archers Knight Skeleton Army
Arrows Archers Knight
P.E.K.K.A
Skeleton Army Archers Arrows Knight 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 Skeleton Army Archers P.E.K.K.A
Archers Arrows Knight
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army
Arrows Archers
Skeleton Army P.E.K.K.A Archers Knight
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Knight
Archers Skeleton Army
Skeleton Army Archers Knight P.E.K.K.A
Arrows Archers 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
Arrows
Arrows
Arrows Knight
Arrows
Arrows
Archers Arrows
Arrows
Arrows
Arrows Knight
Archers Arrows
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Archers Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Archers Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Archers Skeleton Army
Archers Arrows
Arrows
Knight
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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