My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard Goblin Giant Inferno Dragon Magic Archer

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.

Wizard Goblin Giant Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Goblin Giant

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Goblin Giant Magic Archer

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Magic Archer

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
Elite Barbarians Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Inferno Dragon
Zap
Skeleton Army Goblin Giant Inferno Dragon
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Magic Archer
The Log
Elite Barbarians Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Hog Rider Wizard Skeleton Army Inferno Dragon Magic Archer
Fireball
Elite Barbarians Hog Rider Wizard Skeleton Army Inferno Dragon Magic Archer
Poison
Wizard Skeleton Army Magic Archer
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Inferno Dragon Magic Archer
Rocket
Elite Barbarians Hog Rider Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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.

Mini P.E.K.K.A Skeleton Army Inferno Dragon

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.

Elite Barbarians Skeleton Army

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Mini P.E.K.K.A Hog Rider Inferno Dragon Magic Archer Wizard Elite Barbarians Goblin Giant

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Hog Rider Inferno Dragon

Attack Synergies 0 11

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.

Elite Barbarians
Hog Rider Wizard Goblin Giant
Mini P.E.K.K.A
Hog Rider Wizard Goblin Giant Magic Archer
Hog Rider
Elite Barbarians Mini P.E.K.K.A Wizard Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A Hog Rider Goblin Giant
Skeleton Army
Goblin Giant
Elite Barbarians Mini P.E.K.K.A Wizard Magic Archer
Inferno Dragon
Magic Archer
Mini P.E.K.K.A Hog Rider Goblin Giant

Defense Synergies 0 9

Elite Barbarians
Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Elite Barbarians Wizard Skeleton Army Magic Archer
Hog Rider
Wizard
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A Wizard Inferno Dragon Magic Archer
Goblin Giant
Magic Archer
Inferno Dragon
Skeleton Army
Magic Archer
Mini P.E.K.K.A Skeleton Army Goblin Giant

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.

Wizard Goblin Giant Magic Archer
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon
Mini P.E.K.K.A Skeleton Army Elite Barbarians Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Magic Archer
Inferno Dragon Wizard Magic Archer
Goblin Giant Magic Archer
Mini P.E.K.K.A Inferno Dragon Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A
Skeleton Army Wizard Goblin Giant Magic Archer
Inferno Dragon Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army Elite Barbarians Wizard
Wizard Skeleton Army Mini P.E.K.K.A Magic Archer
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon
Skeleton Army Elite Barbarians Mini P.E.K.K.A Inferno Dragon
Wizard Elite Barbarians Mini P.E.K.K.A Skeleton Army
Elite Barbarians Wizard Skeleton Army Magic Archer
Wizard Inferno Dragon Magic Archer
Mini P.E.K.K.A Elite Barbarians Inferno Dragon
Wizard Skeleton Army Elite Barbarians Mini P.E.K.K.A Goblin Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Wizard Inferno Dragon Magic Archer
Skeleton Army Elite Barbarians Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A Skeleton Army Elite Barbarians Goblin Giant
Elite Barbarians Mini P.E.K.K.A Skeleton Army Goblin Giant Inferno Dragon
Wizard Goblin Giant Magic Archer
Mini P.E.K.K.A Skeleton Army Elite Barbarians Goblin Giant
Mini P.E.K.K.A Elite Barbarians Skeleton Army Goblin Giant Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Skeleton Army Inferno Dragon Magic Archer
Skeleton Army Goblin Giant Inferno Dragon
Inferno Dragon Elite Barbarians Mini P.E.K.K.A
Skeleton Army Elite Barbarians Goblin Giant
Elite Barbarians Mini P.E.K.K.A Skeleton Army Wizard Goblin Giant
Wizard Skeleton Army Magic Archer
Elite Barbarians Skeleton Army Mini P.E.K.K.A Goblin Giant Inferno Dragon Magic Archer
Elite Barbarians Mini P.E.K.K.A Wizard Inferno Dragon Magic Archer

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.)

Magic Archer
Magic Archer
Goblin Giant Magic Archer
Wizard Magic Archer
Wizard Goblin Giant Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A
Wizard Magic Archer
Wizard Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Wizard
Wizard Magic Archer
Inferno Dragon
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Elite Barbarians Wizard Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A
Wizard Magic Archer
Magic Archer
Wizard Magic Archer
Skeleton Army Magic Archer
Wizard Magic Archer
Mini P.E.K.K.A Wizard Magic Archer
Wizard Magic Archer
Elite Barbarians
Elite Barbarians Magic Archer
Magic Archer
Goblin Giant Magic Archer
Inferno Dragon
Wizard

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