My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

P.E.K.K.A

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 Giant Snowball Arrows Rage Freeze

Punishments

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

Hog Rider

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Arrows Freeze

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 Rage Skeleton Army Freeze 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 Giant Snowball Rage Arrows Skeleton Army Hog Rider Freeze P.E.K.K.A

Shortest cycle

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

9 Zap Giant Snowball Rage Arrows

Attack Synergies 9 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.

Zap
Arrows Hog Rider P.E.K.K.A Giant Snowball Freeze
Giant Snowball
Hog Rider P.E.K.K.A Zap
Arrows
Zap Hog Rider P.E.K.K.A Freeze
Hog Rider
Zap Giant Snowball Arrows Rage Freeze
Rage
Hog Rider
Skeleton Army
Freeze
Hog Rider Zap Arrows
P.E.K.K.A
Zap Giant Snowball Arrows

Defense Synergies 0 7

Zap
Giant Snowball Arrows Skeleton Army P.E.K.K.A
Giant Snowball
Zap P.E.K.K.A
Arrows
Zap P.E.K.K.A
Hog Rider
Rage
Skeleton Army
Zap Freeze
Freeze
Skeleton Army
P.E.K.K.A
Zap Giant Snowball 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.

Zap
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Giant Snowball Freeze
Skeleton Army P.E.K.K.A
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Freeze Zap Giant Snowball
Giant Snowball Zap Arrows Freeze
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Giant Snowball
Skeleton Army Zap Giant Snowball Arrows Freeze
Arrows Zap Giant Snowball
Skeleton Army P.E.K.K.A Zap Giant Snowball Freeze
Skeleton Army Zap Giant Snowball Arrows Freeze P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap Giant Snowball Freeze P.E.K.K.A
Arrows Skeleton Army P.E.K.K.A
Arrows Zap Giant Snowball Skeleton Army
Zap Giant Snowball Arrows Freeze
P.E.K.K.A
Skeleton Army Giant Snowball Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Giant Snowball P.E.K.K.A
Zap Giant Snowball Arrows
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Skeleton Army
Arrows Zap Giant Snowball Freeze
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Zap Freeze P.E.K.K.A Giant Snowball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Giant Snowball Arrows
Skeleton Army P.E.K.K.A
Skeleton Army
Skeleton Army Zap Freeze P.E.K.K.A
Arrows Zap Giant Snowball Freeze P.E.K.K.A
Zap Giant Snowball 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 Freeze
Arrows Zap Giant Snowball
Arrows
Arrows Freeze
Zap Giant Snowball Arrows
Arrows Zap Giant Snowball Freeze
Arrows
Arrows Zap Giant Snowball Freeze
Arrows Zap Giant Snowball
Giant Snowball
Zap Arrows
Zap Giant Snowball Arrows
Giant Snowball
Arrows Freeze
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows
Arrows
Giant Snowball Arrows Freeze
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows
Giant Snowball Arrows
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows Freeze
Arrows Zap Giant Snowball
Zap Giant Snowball Arrows
Zap Arrows
Zap Giant Snowball Arrows
Zap Giant Snowball Freeze
Giant Snowball
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows Freeze
P.E.K.K.A
Giant Snowball Arrows
Zap Skeleton Army Freeze
Zap Giant Snowball Arrows
Freeze
Arrows
Arrows Zap Giant Snowball
Zap Giant Snowball Arrows
P.E.K.K.A
Zap Giant Snowball Freeze
Zap Giant Snowball
Zap Giant Snowball Freeze
P.E.K.K.A

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