My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine

Defensive buildings

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

Cannon

Investments

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

Skeletons Knight Flying Machine

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 Fireball

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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 Flying Machine Hog Rider

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
Giant Snowball
Skeletons Cannon Flying Machine Hog Rider
Zap
Skeletons Cannon Flying Machine
Barbarian Barrel
Skeletons Knight Cannon
The Log
Skeletons Cannon Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons Flying Machine
Royal Delivery
Skeletons Knight Mini P.E.K.K.A Flying Machine Hog Rider
Fireball
Cannon Flying Machine Hog Rider
Poison
Cannon Flying Machine
Lightning
Knight Cannon Mini P.E.K.K.A
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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

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.

Fireball

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.

Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Knight Cannon Fireball Mini P.E.K.K.A Flying Machine Hog Rider

Shortest cycle

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

9 Skeletons Zap Knight Cannon

Attack Synergies 4 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
Zap
Fireball Hog Rider Knight Mini P.E.K.K.A Flying Machine
Knight
Hog Rider Zap Fireball Flying Machine
Cannon
Fireball
Zap Hog Rider Knight
Mini P.E.K.K.A
Zap Hog Rider
Flying Machine
Zap Knight Hog Rider
Hog Rider
Zap Knight Fireball Mini P.E.K.K.A Flying Machine

Defense Synergies 5 13

Skeletons
Cannon Zap Knight Mini P.E.K.K.A Flying Machine
Zap
Cannon Fireball Mini P.E.K.K.A Skeletons Knight Flying Machine
Knight
Cannon Skeletons Zap Fireball Mini P.E.K.K.A Flying Machine
Cannon
Skeletons Zap Knight Fireball Mini P.E.K.K.A Flying Machine
Fireball
Zap Knight Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Skeletons Knight Cannon Fireball
Flying Machine
Skeletons Zap Knight Cannon
Hog Rider

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 Knight Cannon Fireball Flying Machine
Mini P.E.K.K.A Skeletons Zap Knight Cannon Flying Machine
Cannon Mini P.E.K.K.A Skeletons Knight
Cannon Mini P.E.K.K.A Skeletons Knight
Fireball Mini P.E.K.K.A
Fireball Skeletons Zap Cannon Flying Machine
Zap Cannon Fireball Flying Machine
Zap Cannon Fireball Flying Machine
Cannon Mini P.E.K.K.A Skeletons
Knight Skeletons Cannon Mini P.E.K.K.A
Skeletons Zap Knight Cannon Fireball Flying Machine
Zap Fireball Flying Machine
Cannon Mini P.E.K.K.A Skeletons Zap Knight Fireball Flying Machine
Fireball Zap Cannon Mini P.E.K.K.A
Mini P.E.K.K.A Knight Cannon
Zap Cannon Fireball Mini P.E.K.K.A
Skeletons Knight Cannon Fireball Mini P.E.K.K.A
Cannon Fireball Zap Knight Flying Machine
Zap Knight Cannon Fireball Flying Machine
Mini P.E.K.K.A Cannon
Knight Cannon Fireball Mini P.E.K.K.A Flying Machine

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 Skeletons Zap Fireball
Fireball Zap Knight Mini P.E.K.K.A Flying Machine
Skeletons Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A Zap Knight Fireball
Skeletons Knight Cannon Mini P.E.K.K.A
Fireball Skeletons Zap Flying Machine
Mini P.E.K.K.A Skeletons Knight Fireball Flying Machine
Mini P.E.K.K.A Knight
Zap Skeletons Knight Fireball Mini P.E.K.K.A Flying Machine
Skeletons Cannon
Knight Mini P.E.K.K.A Flying Machine
Zap Fireball
Mini P.E.K.K.A Skeletons Knight Cannon Fireball
Cannon Fireball Flying Machine
Skeletons Zap Knight Fireball Mini P.E.K.K.A Flying Machine
Zap Cannon Fireball Mini P.E.K.K.A Flying Machine
Zap Cannon Fireball

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.)

Fireball Knight Flying Machine
Fireball Zap Flying Machine
Fireball Flying Machine
Knight Fireball Flying Machine
Fireball Zap
Fireball Zap Flying Machine
Flying Machine
Fireball Zap Flying Machine
Fireball Zap Flying Machine
Fireball Mini P.E.K.K.A
Zap Knight Fireball Flying Machine
Fireball Zap Flying Machine
Flying Machine Knight Fireball
Fireball Flying Machine
Zap Fireball Flying Machine
Zap Fireball Flying Machine
Fireball Flying Machine
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Flying Machine
Zap Fireball Flying Machine
Fireball
Fireball
Zap Fireball Flying Machine
Zap Fireball
Fireball Zap Flying Machine
Fireball Zap Flying Machine
Fireball Zap
Zap Fireball Flying Machine
Zap Fireball Flying Machine
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Fireball
Zap Fireball Flying Machine
Fireball Zap Flying Machine
Fireball
Fireball Knight Mini P.E.K.K.A Flying Machine
Zap Fireball Flying Machine
Zap Fireball
Flying Machine
Zap Fireball Flying Machine
Zap Fireball Flying Machine
Zap Fireball Flying Machine
Fireball

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