My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Musketeer Witch

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 Musketeer Witch 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.

Arrows

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.

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

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
Minions Hog Rider Guards
Giant Snowball
Minions Musketeer Hog Rider Guards Witch
Zap
Minions Guards Witch
Barbarian Barrel
Knight Musketeer Guards Witch
The Log
Musketeer Hog Rider Guards Witch
Earthquake
Hog Rider Guards Witch
Arrows
Minions Guards Witch
Royal Delivery
Knight Minions Musketeer Hog Rider Guards Witch P.E.K.K.A
Fireball
Minions Musketeer Hog Rider Witch
Poison
Minions Musketeer Guards Witch
Lightning
Knight Musketeer Witch
Rocket
Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Knight Guards P.E.K.K.A

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.

Minions Musketeer Witch

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.

Arrows Knight Minions Guards Musketeer Hog Rider Witch P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Minions Guards

Attack Synergies 7 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.

Arrows
Hog Rider P.E.K.K.A Knight
Knight
Minions Musketeer Hog Rider Arrows Witch
Minions
Knight Hog Rider P.E.K.K.A
Musketeer
Knight Hog Rider P.E.K.K.A
Hog Rider
Arrows Knight Minions Musketeer Guards Witch
Guards
Hog Rider
Witch
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Minions Musketeer Witch

Defense Synergies 3 7

Arrows
Knight P.E.K.K.A
Knight
Minions Musketeer Arrows Witch
Minions
Knight Musketeer P.E.K.K.A
Musketeer
Knight Guards Minions P.E.K.K.A
Hog Rider
Guards
Musketeer Witch
Witch
Knight Guards
P.E.K.K.A
Arrows Minions Musketeer

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 Minions Musketeer
P.E.K.K.A Knight Minions Musketeer Witch
Witch P.E.K.K.A Knight Minions Musketeer
Witch P.E.K.K.A Knight Minions Musketeer Guards
Arrows P.E.K.K.A
Arrows Minions Musketeer Guards
Minions Musketeer Arrows Witch
Arrows Musketeer P.E.K.K.A
Witch P.E.K.K.A Minions Musketeer
Knight Guards Musketeer
Minions Guards Witch Arrows Knight Musketeer
Arrows Minions Musketeer Witch
P.E.K.K.A Knight Minions Musketeer Guards Witch
Arrows Minions Guards Witch P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A
Arrows Knight Minions Musketeer Witch P.E.K.K.A
Arrows Knight Minions Musketeer Guards Witch
Arrows Witch Knight Minions Musketeer Guards
P.E.K.K.A Musketeer
Arrows Knight Minions Musketeer Guards Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Witch P.E.K.K.A
Arrows Knight Musketeer
Guards P.E.K.K.A Knight Minions Musketeer Witch
Guards P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight Musketeer Guards Witch
Arrows Minions Musketeer Witch
Guards P.E.K.K.A Knight Minions Musketeer Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Minions Witch
Witch P.E.K.K.A Musketeer Guards
P.E.K.K.A Knight Minions Musketeer Guards Witch
P.E.K.K.A Arrows Guards
P.E.K.K.A Knight Guards Witch
Musketeer Witch
Guards Witch Knight Minions Musketeer P.E.K.K.A
Arrows Minions Musketeer Witch 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 Musketeer Guards
Arrows Musketeer
Arrows
Arrows Knight Musketeer Guards
Arrows
Arrows Minions Musketeer Witch
Arrows Musketeer Witch
Arrows
Arrows
Minions Musketeer Guards
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Minions Musketeer
Arrows Musketeer
Arrows Musketeer Witch
Arrows Musketeer
Arrows
Minions
Arrows Musketeer
Arrows Witch
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Witch
Witch
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows Musketeer
Arrows Musketeer Witch
Minions Musketeer Guards Witch
Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Minions Musketeer Guards Witch
Arrows Musketeer Witch
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer P.E.K.K.A
Minions Musketeer Guards Witch
Musketeer Witch
Musketeer Witch
P.E.K.K.A

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