My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Wizard Electro Dragon

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.

Knight Wizard Electro Dragon 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 Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon

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 Knight Skeleton Army 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.

Goblin Barrel 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 Goblin Barrel

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.

Arrows Knight Goblin Barrel Skeleton Army Hog Rider Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Goblin Barrel Skeleton Army

Attack Synergies 4 10

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.

Arrows
Hog Rider P.E.K.K.A Knight Goblin Barrel
Knight
Hog Rider Goblin Barrel Arrows Wizard Electro Dragon
Hog Rider
Arrows Knight Wizard Goblin Barrel
Wizard
Knight Hog Rider P.E.K.K.A
Goblin Barrel
Knight Arrows Hog Rider Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Electro Dragon
Knight P.E.K.K.A
P.E.K.K.A
Arrows Wizard Goblin Barrel Electro Dragon

Defense Synergies 1 7

Arrows
Knight P.E.K.K.A
Knight
Electro Dragon Arrows Wizard Skeleton Army
Hog Rider
Wizard
Knight Skeleton Army P.E.K.K.A
Goblin Barrel
Skeleton Army
Knight Wizard Electro Dragon
Electro Dragon
Knight Skeleton Army
P.E.K.K.A
Arrows 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.

Knight Wizard Electro Dragon
Skeleton Army P.E.K.K.A Knight Electro Dragon
Skeleton Army P.E.K.K.A Knight Electro Dragon
Skeleton Army P.E.K.K.A Knight Electro Dragon
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Electro Dragon
Arrows Wizard Electro Dragon
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army
Skeleton Army Arrows Knight Wizard Electro Dragon
Arrows Wizard Electro Dragon
Skeleton Army P.E.K.K.A Knight Wizard Electro Dragon
Wizard Skeleton Army Arrows Electro Dragon P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Wizard Arrows Knight Skeleton Army Electro Dragon P.E.K.K.A
Arrows Knight Wizard Skeleton Army Electro Dragon
Arrows Wizard Knight Electro Dragon
P.E.K.K.A
Wizard Skeleton Army Arrows Knight Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army P.E.K.K.A
Arrows Knight Wizard Electro Dragon
Skeleton Army P.E.K.K.A Knight Electro Dragon
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army
Arrows Wizard Electro Dragon
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army
Electro Dragon P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Electro Dragon
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Knight Wizard
Wizard Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Knight P.E.K.K.A
Arrows Wizard Electro Dragon P.E.K.K.A
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 Knight Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Knight
Wizard Arrows
Arrows Wizard Electro Dragon
Arrows Wizard
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Electro Dragon
Arrows Knight Wizard Electro Dragon
Arrows Wizard Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard
Arrows Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Electro Dragon Wizard
Arrows Wizard Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows Wizard
Skeleton Army Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Knight Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon
Electro Dragon
Electro Dragon
P.E.K.K.A
Wizard Electro Dragon

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