My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

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.

Bomb Tower

Investments

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

Knight Electro Dragon Mega Knight

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.

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 Mega Knight

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 Mini P.E.K.K.A Hog Rider Mega Knight

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 Electro Dragon

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
Hog Rider Electro Dragon
Zap
Barbarian Barrel
Knight Bomb Tower
The Log
Mini P.E.K.K.A Hog Rider
Earthquake
Bomb Tower Hog Rider
Arrows
Royal Delivery
Knight Mini P.E.K.K.A Hog Rider Electro Dragon
Fireball
Bomb Tower Hog Rider Electro Dragon
Poison
Bomb Tower Electro Dragon
Lightning
Knight Mini P.E.K.K.A Bomb Tower Electro Dragon
Rocket
Bomb Tower Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Electro Dragon Mega Knight

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.

Knight Mini P.E.K.K.A Rage Mega Knight

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.

Mirror Rage Knight Mini P.E.K.K.A Bomb Tower Hog Rider Electro Dragon Mega Knight

Shortest cycle

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

9 Mirror Rage Knight Mini P.E.K.K.A

Attack Synergies 2 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.

Knight
Hog Rider Electro Dragon
Mini P.E.K.K.A
Hog Rider Mirror Rage Mega Knight
Bomb Tower
Hog Rider
Knight Rage Mini P.E.K.K.A Mirror Mega Knight
Mirror
Mini P.E.K.K.A Hog Rider
Rage
Hog Rider Mini P.E.K.K.A Electro Dragon
Electro Dragon
Knight Rage Mega Knight
Mega Knight
Mini P.E.K.K.A Hog Rider Electro Dragon

Defense Synergies 2 7

Knight
Bomb Tower Electro Dragon Mini P.E.K.K.A
Mini P.E.K.K.A
Knight Bomb Tower Mirror Electro Dragon
Bomb Tower
Knight Mini P.E.K.K.A Mirror
Hog Rider
Mirror
Mini P.E.K.K.A Bomb Tower Electro Dragon Mega Knight
Rage
Electro Dragon
Knight Mini P.E.K.K.A Mirror
Mega Knight
Mirror

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 Electro Dragon
Mini P.E.K.K.A Bomb Tower Knight Electro Dragon Mega Knight
Mini P.E.K.K.A Bomb Tower Mega Knight Knight Electro Dragon
Mini P.E.K.K.A Bomb Tower Knight Electro Dragon Mega Knight
Mini P.E.K.K.A Bomb Tower Mega Knight
Bomb Tower Electro Dragon Mega Knight
Bomb Tower Electro Dragon
Bomb Tower Electro Dragon Mega Knight
Mini P.E.K.K.A Bomb Tower
Knight Mini P.E.K.K.A Mega Knight
Knight Bomb Tower Electro Dragon Mega Knight
Electro Dragon
Mini P.E.K.K.A Bomb Tower Mega Knight Knight Electro Dragon
Bomb Tower Mega Knight Mini P.E.K.K.A Electro Dragon
Mini P.E.K.K.A Knight Bomb Tower Mega Knight
Bomb Tower Mini P.E.K.K.A Mega Knight
Bomb Tower Mega Knight Knight Mini P.E.K.K.A Electro Dragon
Bomb Tower Mega Knight Knight Electro Dragon
Bomb Tower Knight Electro Dragon Mega Knight
Mini P.E.K.K.A Bomb Tower
Mega Knight Knight Mini P.E.K.K.A Bomb Tower Electro Dragon
Mini P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Mega Knight
Knight Mini P.E.K.K.A Bomb Tower Electro Dragon Mega Knight
Mega Knight Knight Mini P.E.K.K.A Bomb Tower Electro Dragon
Mini P.E.K.K.A Mega Knight Knight
Knight Mini P.E.K.K.A Mega Knight
Bomb Tower Electro Dragon
Mini P.E.K.K.A Knight Bomb Tower
Mini P.E.K.K.A Mega Knight Knight Bomb Tower
Electro Dragon Mega Knight Knight Mini P.E.K.K.A Bomb Tower
Mega Knight Knight Mini P.E.K.K.A Bomb Tower Electro Dragon
Mega Knight
Mini P.E.K.K.A Mega Knight Knight Bomb Tower
Bomb Tower Electro Dragon Mega Knight
Electro Dragon Knight Mini P.E.K.K.A Bomb Tower
Mega Knight Mini P.E.K.K.A Bomb Tower Electro Dragon
Bomb Tower

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.)

Knight Electro Dragon
Electro Dragon
Electro Dragon
Knight
Mega Knight
Electro Dragon
Electro Dragon
Electro Dragon
Mini P.E.K.K.A Electro Dragon
Knight Electro Dragon
Electro Dragon
Knight
Electro Dragon
Electro Dragon
Electro Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Dragon Mega Knight
Electro Dragon Mega Knight
Mega Knight
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon
Electro Dragon
Mini P.E.K.K.A
Electro Dragon Mega Knight
Electro Dragon
Mega Knight
Electro Dragon
Electro Dragon
Knight Mini P.E.K.K.A Electro Dragon Mega Knight
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Mega Knight

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