My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Mortar Hog Rider Wall Breakers

Damage spells

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

Zap The Log

Punishments

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

Mortar Hog Rider Wall Breakers

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.

Mortar Hog Rider Wall Breakers 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 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 Wall Breakers Skeleton Army
Giant Snowball
Hog Rider Wall Breakers Skeleton Army
Zap
Firecracker Mortar Wall Breakers Skeleton Army
Barbarian Barrel
Firecracker Mortar Wall Breakers Skeleton Army
The Log
Firecracker Hog Rider Wall Breakers Skeleton Army
Earthquake
Firecracker Mortar Hog Rider Skeleton Army
Arrows
Firecracker Wall Breakers Skeleton Army
Royal Delivery
Firecracker Hog Rider Wall Breakers Skeleton Army P.E.K.K.A
Fireball
Firecracker Mortar Hog Rider Wall Breakers Skeleton Army
Poison
Firecracker Mortar Skeleton Army
Lightning
Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Mortar The Log

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.

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers The Log Firecracker Skeleton Army Mortar Hog Rider P.E.K.K.A

Shortest cycle

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

9 Zap Wall Breakers The Log Firecracker

Attack Synergies 5 10

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
Firecracker Hog Rider P.E.K.K.A Mortar Wall Breakers The Log
Firecracker
Zap Hog Rider Mortar Wall Breakers P.E.K.K.A
Mortar
Zap Firecracker Hog Rider The Log
Hog Rider
Zap Firecracker The Log Mortar
Wall Breakers
Zap Firecracker The Log
Skeleton Army
P.E.K.K.A
Zap Firecracker The Log
The Log
Hog Rider Zap Mortar Wall Breakers P.E.K.K.A

Defense Synergies 2 11

Zap
Firecracker Mortar Skeleton Army P.E.K.K.A The Log
Firecracker
The Log Zap Mortar Skeleton Army P.E.K.K.A
Mortar
Zap Firecracker Skeleton Army The Log
Hog Rider
Wall Breakers
Skeleton Army
Zap Firecracker Mortar The Log
P.E.K.K.A
The Log Zap Firecracker
The Log
Firecracker P.E.K.K.A Zap Mortar Skeleton Army

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 Firecracker Mortar The Log
Skeleton Army P.E.K.K.A Zap Firecracker Mortar The Log
Mortar Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Firecracker Mortar
Firecracker Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Zap Firecracker
Zap Firecracker Mortar
Zap P.E.K.K.A The Log
P.E.K.K.A Mortar Skeleton Army
Skeleton Army Firecracker
Skeleton Army Zap Firecracker The Log
Zap Firecracker
Mortar Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army Zap Firecracker Mortar P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Mortar
Skeleton Army Zap Mortar P.E.K.K.A The Log
Firecracker Mortar Skeleton Army P.E.K.K.A
Mortar Zap Firecracker Skeleton Army The Log
Zap Mortar The Log Firecracker
P.E.K.K.A Mortar
Skeleton Army Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Firecracker Mortar The Log
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A Zap The Log
P.E.K.K.A Skeleton Army
Firecracker Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Firecracker Mortar Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A
Firecracker Skeleton Army
Skeleton Army Zap Firecracker Mortar P.E.K.K.A The Log
Zap Firecracker P.E.K.K.A The Log
Zap Mortar

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.)

Firecracker Mortar The Log
Firecracker Mortar Zap The Log
The Log
Firecracker The Log
Zap Firecracker Mortar The Log
Firecracker Zap
Firecracker Mortar The Log
The Log Zap Firecracker
The Log Zap Firecracker Mortar
Firecracker Zap Mortar The Log
Zap Firecracker
Firecracker Mortar The Log
Firecracker Mortar
Zap Firecracker Mortar The Log
Zap Firecracker Mortar The Log
Firecracker Mortar The Log
Mortar
Zap Firecracker Mortar The Log
Zap Firecracker Mortar The Log
The Log
The Log
Zap Mortar The Log
Zap Firecracker The Log Mortar
Firecracker Mortar The Log Zap
Zap Mortar The Log
Zap Firecracker Mortar The Log
Zap Firecracker
Zap Firecracker
Zap Mortar The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Skeleton Army
Zap Firecracker
The Log
Firecracker
The Log Zap Firecracker Mortar
Zap
Firecracker P.E.K.K.A
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker Mortar The Log
P.E.K.K.A
Firecracker Mortar

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