My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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!
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.

Fire Spirit Wizard

Defensive buildings

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

X-Bow

Investments

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

Skeletons Wizard X-Bow 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 X-Bow

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.

Mini P.E.K.K.A Hog Rider X-Bow

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.

Fire Spirit Mini P.E.K.K.A Hog Rider X-Bow 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.

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 Fire Spirit Hog Rider
Zap
Skeletons Fire Spirit X-Bow
Barbarian Barrel
Skeletons Fire Spirit Wizard X-Bow
The Log
Skeletons Fire Spirit Mini P.E.K.K.A Hog Rider X-Bow
Earthquake
Skeletons Hog Rider X-Bow
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A
Fireball
Hog Rider Wizard X-Bow
Poison
Wizard X-Bow
Lightning
Mini P.E.K.K.A Wizard X-Bow
Rocket
Hog Rider Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard

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.

Fire Spirit Arrows Mini P.E.K.K.A 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.

Fire Spirit 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 Fire Spirit Arrows Mini P.E.K.K.A Hog Rider Wizard X-Bow P.E.K.K.A

Shortest cycle

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

9 Skeletons Fire Spirit Arrows Mini P.E.K.K.A

Attack Synergies 4 9

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
Fire Spirit
Hog Rider P.E.K.K.A Mini P.E.K.K.A X-Bow
Arrows
Hog Rider P.E.K.K.A Mini P.E.K.K.A X-Bow
Mini P.E.K.K.A
Fire Spirit Arrows Hog Rider Wizard X-Bow
Hog Rider
Fire Spirit Arrows Mini P.E.K.K.A Wizard
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A
X-Bow
Fire Spirit Arrows Mini P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Wizard

Defense Synergies 1 10

Skeletons
X-Bow Fire Spirit Mini P.E.K.K.A Wizard P.E.K.K.A
Fire Spirit
Skeletons Mini P.E.K.K.A P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Skeletons Fire Spirit Arrows Wizard
Hog Rider
Wizard
Skeletons Mini P.E.K.K.A P.E.K.K.A
X-Bow
Skeletons
P.E.K.K.A
Skeletons Fire Spirit 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.

Wizard X-Bow
Mini P.E.K.K.A P.E.K.K.A Skeletons X-Bow
Mini P.E.K.K.A P.E.K.K.A Skeletons Fire Spirit
Mini P.E.K.K.A P.E.K.K.A Skeletons
Arrows Mini P.E.K.K.A X-Bow P.E.K.K.A
Arrows Skeletons Fire Spirit X-Bow
Fire Spirit Arrows Wizard X-Bow
Arrows X-Bow P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeletons X-Bow
Skeletons Fire Spirit Mini P.E.K.K.A
Skeletons Arrows Wizard X-Bow
Arrows Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Fire Spirit Wizard X-Bow
Fire Spirit Wizard Arrows Mini P.E.K.K.A X-Bow P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A X-Bow
Mini P.E.K.K.A X-Bow P.E.K.K.A
Wizard Skeletons Arrows Mini P.E.K.K.A X-Bow P.E.K.K.A
Fire Spirit Arrows Wizard X-Bow
Arrows Wizard Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Wizard Fire Spirit Arrows Mini 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.

Mini P.E.K.K.A Skeletons X-Bow P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard X-Bow
P.E.K.K.A Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A X-Bow
P.E.K.K.A Skeletons Mini P.E.K.K.A
Fire Spirit Arrows Wizard Skeletons
Mini P.E.K.K.A P.E.K.K.A Skeletons
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Skeletons Mini P.E.K.K.A X-Bow
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Arrows
Mini P.E.K.K.A P.E.K.K.A Skeletons Wizard
Wizard
Skeletons Mini P.E.K.K.A X-Bow P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard 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 X-Bow
Arrows X-Bow
Arrows X-Bow
Arrows
Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit
Fire Spirit Arrows Wizard
Arrows X-Bow Fire Spirit Wizard
Arrows Wizard X-Bow
Fire Spirit Mini P.E.K.K.A X-Bow
Arrows Wizard X-Bow
Fire Spirit Arrows Wizard
Fire Spirit
Arrows X-Bow
Arrows X-Bow
X-Bow Arrows Wizard
Arrows Wizard X-Bow
Arrows
Mini P.E.K.K.A
Fire Spirit Arrows Mini P.E.K.K.A Wizard X-Bow
Fire Spirit Arrows Wizard X-Bow
X-Bow
Arrows Wizard
X-Bow
Arrows X-Bow
Arrows Fire Spirit Wizard
Arrows X-Bow Wizard
Arrows Wizard X-Bow
Arrows X-Bow
Fire Spirit Arrows Wizard X-Bow
Wizard
Mini P.E.K.K.A
Arrows Wizard X-Bow
Arrows
P.E.K.K.A
Arrows Wizard
Fire Spirit X-Bow
Fire Spirit Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
P.E.K.K.A
X-Bow
P.E.K.K.A
Wizard

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