My Best Clash Royale Deck

Deck Check Rating

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

1 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Tesla Wizard 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.

Missing

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.

Barbarians 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

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
Skeletons Hog Rider Clone
Giant Snowball
Skeletons Barbarians Hog Rider Clone
Zap
Skeletons Clone
Barbarian Barrel
Skeletons Tesla Barbarians Wizard Clone
The Log
Skeletons Barbarians Mini P.E.K.K.A Hog Rider Clone
Earthquake
Skeletons Tesla Barbarians Hog Rider Clone
Arrows
Skeletons Clone
Royal Delivery
Skeletons Barbarians Mini P.E.K.K.A Hog Rider Wizard Clone
Fireball
Tesla Barbarians Hog Rider Wizard Clone
Poison
Barbarians Wizard Clone
Lightning
Tesla Mini P.E.K.K.A Wizard
Rocket
Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

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

Weak when underleveled

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

Barbarians Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Clone Tesla Mini P.E.K.K.A Hog Rider Barbarians Wizard Mega Knight

Shortest cycle

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

12 Skeletons Clone Tesla Mini P.E.K.K.A

Attack Synergies 0 7

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.

Skeletons
Tesla
Barbarians
Hog Rider
Mini P.E.K.K.A
Hog Rider Wizard Mega Knight
Hog Rider
Barbarians Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Clone
Mega Knight
Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 1 6

Skeletons
Tesla Mini P.E.K.K.A Wizard
Tesla
Skeletons Mini P.E.K.K.A Wizard
Barbarians
Mini P.E.K.K.A
Skeletons Tesla Wizard
Hog Rider
Wizard
Skeletons Tesla Mini P.E.K.K.A Mega Knight
Clone
Mega Knight
Wizard

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.

Tesla Wizard
Barbarians Mini P.E.K.K.A Skeletons Tesla Mega Knight
Tesla Barbarians Mini P.E.K.K.A Mega Knight Skeletons
Tesla Barbarians Mini P.E.K.K.A Skeletons Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight
Skeletons Tesla Mega Knight
Tesla Wizard
Tesla Barbarians Mega Knight
Tesla Barbarians Mini P.E.K.K.A Skeletons
Skeletons Tesla Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Skeletons Tesla Wizard Mega Knight
Tesla Wizard
Tesla Barbarians Mini P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Mega Knight Tesla Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Tesla Mega Knight
Barbarians Tesla Mini P.E.K.K.A Mega Knight
Tesla Barbarians Wizard Mega Knight Skeletons Mini P.E.K.K.A
Tesla Mega Knight Barbarians Wizard
Wizard Tesla Barbarians Mega Knight
Barbarians Mini P.E.K.K.A Tesla
Wizard Mega Knight Tesla Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Mega Knight Skeletons Tesla
Tesla Mini P.E.K.K.A Wizard Mega Knight
Barbarians Mega Knight Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Tesla Barbarians
Barbarians Skeletons Tesla Mini P.E.K.K.A Mega Knight
Wizard Skeletons Tesla
Mini P.E.K.K.A Skeletons Tesla Barbarians
Mini P.E.K.K.A Mega Knight Tesla Barbarians
Mega Knight Skeletons Barbarians Mini P.E.K.K.A
Skeletons Tesla Barbarians
Mega Knight Tesla Barbarians Mini P.E.K.K.A
Mega Knight Barbarians
Barbarians Mini P.E.K.K.A Mega Knight Skeletons Tesla Wizard
Wizard Tesla Barbarians Mega Knight
Tesla Barbarians Skeletons Mini P.E.K.K.A
Mega Knight Tesla Barbarians Mini P.E.K.K.A Wizard

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.)

Barbarians
Wizard Mega Knight
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A
Wizard
Wizard
Wizard
Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Barbarians
Wizard Mega Knight
Wizard
Wizard Mega Knight
Wizard
Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Mega Knight
Wizard
Barbarians
Wizard
Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mega Knight
Mega Knight
Wizard Mega Knight

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