My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Firecracker Ice Wizard

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.

Archers Firecracker P.E.K.K.A Ice Wizard Mega Knight

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 Arrows

Punishments

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

Hog Rider Mega Knight

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.

Hog Rider P.E.K.K.A Mega Knight

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.

Firecracker 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
Archers Hog Rider
Giant Snowball
Archers Hog Rider
Zap
Archers Firecracker
Barbarian Barrel
Archers Firecracker Ice Wizard
The Log
Archers Firecracker Hog Rider
Earthquake
Archers Firecracker Hog Rider
Arrows
Archers Firecracker
Royal Delivery
Archers Firecracker Hog Rider P.E.K.K.A Ice Wizard
Fireball
Archers Firecracker Hog Rider Ice Wizard
Poison
Archers Firecracker Ice Wizard
Lightning
Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Ice Wizard Mega Knight

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 P.E.K.K.A Ice Wizard Mega Knight

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.

Ice 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.

Zap Archers Arrows Firecracker Ice Wizard Hog Rider P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Archers Arrows Firecracker

Attack Synergies 7 12

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.

Zap
Arrows Firecracker Hog Rider P.E.K.K.A Archers Ice Wizard Mega Knight
Archers
Zap Arrows Hog Rider P.E.K.K.A Mega Knight
Arrows
Zap Hog Rider P.E.K.K.A Archers Mega Knight
Firecracker
Zap Hog Rider P.E.K.K.A Mega Knight
Hog Rider
Zap Arrows Firecracker Archers Mega Knight
P.E.K.K.A
Zap Arrows Archers Firecracker Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Mega Knight
Zap Archers Arrows Firecracker Hog Rider

Defense Synergies 2 16

Zap
Mega Knight Archers Arrows Firecracker P.E.K.K.A Ice Wizard
Archers
Zap Firecracker P.E.K.K.A Ice Wizard Mega Knight
Arrows
Mega Knight Zap P.E.K.K.A Ice Wizard
Firecracker
Zap Archers P.E.K.K.A Ice Wizard Mega Knight
Hog Rider
P.E.K.K.A
Zap Archers Arrows Firecracker Ice Wizard
Ice Wizard
Zap Archers Arrows Firecracker P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Archers Firecracker Ice 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.

Zap Firecracker
P.E.K.K.A Zap Firecracker Ice Wizard Mega Knight
P.E.K.K.A Mega Knight Archers Ice Wizard
P.E.K.K.A Firecracker Ice Wizard Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Zap Archers Firecracker Ice Wizard Mega Knight
Zap Archers Arrows Firecracker Ice Wizard
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Ice Wizard
Archers Firecracker Ice Wizard Mega Knight
Archers Ice Wizard Zap Arrows Firecracker Mega Knight
Arrows Zap Archers Firecracker Ice Wizard
P.E.K.K.A Mega Knight Zap Ice Wizard
Mega Knight Zap Arrows Firecracker P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Mega Knight Arrows Firecracker P.E.K.K.A
Arrows Mega Knight Zap Archers Firecracker Ice Wizard
Zap Arrows Archers Firecracker Ice Wizard Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Archers P.E.K.K.A
Zap Archers Arrows Firecracker Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight
Arrows Firecracker Zap Archers Ice Wizard
P.E.K.K.A Archers Ice Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Firecracker
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight
Archers Firecracker Mega Knight
Zap Archers Firecracker P.E.K.K.A
Arrows Mega Knight Zap Archers Firecracker P.E.K.K.A Ice Wizard
Zap Arrows Ice Wizard

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 Firecracker
Arrows Firecracker Zap Ice Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap Ice Wizard
Archers Arrows Firecracker
Arrows Zap Firecracker Ice Wizard
Arrows Zap Firecracker
Firecracker Zap Arrows
Zap Archers Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Zap Archers Arrows Firecracker Mega Knight
Zap Arrows Firecracker Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Ice Wizard Mega Knight
Arrows Firecracker Zap Ice Wizard
Zap Arrows Mega Knight
Zap Arrows Firecracker
Zap Archers Arrows Firecracker Ice Wizard
Zap Firecracker
Zap Arrows Mega Knight
Zap Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker
Zap Archers
Zap Archers Arrows Firecracker Ice Wizard
Arrows
Firecracker Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker
Firecracker Zap
Zap Firecracker Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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