My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Archers 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.

Archers Knight Witch P.E.K.K.A Mega Knight Goblinstein

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 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.

Knight 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.

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 Witch
Zap
Archers Witch
Barbarian Barrel
Archers Knight Witch
The Log
Archers Hog Rider Witch
Earthquake
Archers Hog Rider Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Hog Rider Witch P.E.K.K.A
Fireball
Archers Hog Rider Witch
Poison
Archers Witch
Lightning
Knight Witch Goblinstein
Rocket
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 Mega Knight

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 P.E.K.K.A 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Hog Rider Witch Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

13 Archers Arrows Knight Hog Rider

Attack Synergies 5 11

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.

Archers
Knight Arrows Hog Rider P.E.K.K.A Mega Knight
Arrows
Hog Rider P.E.K.K.A Archers Knight Mega Knight
Knight
Archers Hog Rider Arrows Witch
Hog Rider
Arrows Knight Archers Witch Mega Knight
Witch
Knight Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Goblinstein Archers Witch
Mega Knight
Archers Arrows Hog Rider Witch
Goblinstein
P.E.K.K.A

Defense Synergies 3 7

Archers
Knight Witch P.E.K.K.A Mega Knight
Arrows
Mega Knight Knight P.E.K.K.A
Knight
Archers Arrows Witch
Hog Rider
Witch
Archers Knight Mega Knight
P.E.K.K.A
Goblinstein Archers Arrows
Mega Knight
Arrows Archers Witch
Goblinstein
P.E.K.K.A

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
P.E.K.K.A Knight Witch Mega Knight
Witch P.E.K.K.A Mega Knight Archers Knight
Witch P.E.K.K.A Knight Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Archers Mega Knight
Archers Arrows Witch
Arrows P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Knight Archers Mega Knight
Archers Witch Arrows Knight Mega Knight
Arrows Archers Witch
P.E.K.K.A Mega Knight Knight Witch
Mega Knight Arrows Witch P.E.K.K.A
P.E.K.K.A Knight Mega Knight
P.E.K.K.A Mega Knight Goblinstein
Mega Knight Arrows Knight Witch P.E.K.K.A
Arrows Mega Knight Archers Knight Witch
Arrows Witch Archers Knight Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Knight 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 Mega Knight Archers Witch P.E.K.K.A
Archers Arrows Knight Mega Knight
P.E.K.K.A Mega Knight Knight Witch
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Witch Mega Knight
Arrows Goblinstein Archers Witch
P.E.K.K.A Archers Knight Witch
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Goblinstein Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Knight Witch
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight Witch
Archers Witch Mega Knight
Witch Archers Knight P.E.K.K.A Goblinstein
Arrows Mega Knight Archers 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
Arrows
Arrows
Arrows Knight
Arrows Mega Knight Goblinstein
Arrows Goblinstein Witch
Archers Arrows Witch
Arrows
Arrows
Arrows Knight
Archers Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Archers Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Witch Mega Knight Goblinstein
Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows
Archers Arrows Witch
Witch Goblinstein
Arrows Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows
Archers Witch Goblinstein
Archers Arrows Witch
Arrows
Knight Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Witch
Witch
Witch Mega Knight
P.E.K.K.A
Mega Knight

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