My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Archers Wizard Baby Dragon

Defensive buildings

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

Cannon

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 Wizard Baby Dragon

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.

Missing

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

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 Mini P.E.K.K.A Hog Rider Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby 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.

Knight Mini P.E.K.K.A Skeleton Army Baby Dragon

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.

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

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.

Archers Knight Cannon Skeleton Army Mini P.E.K.K.A Hog Rider Baby Dragon Wizard

Shortest cycle

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

12 Archers Knight Cannon Skeleton Army

Attack Synergies 3 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.

Archers
Knight Mini P.E.K.K.A Hog Rider Baby Dragon
Knight
Archers Hog Rider Baby Dragon Wizard
Cannon
Mini P.E.K.K.A
Archers Hog Rider Wizard Baby Dragon
Hog Rider
Knight Archers Mini P.E.K.K.A Wizard Baby Dragon
Wizard
Knight Mini P.E.K.K.A Hog Rider
Skeleton Army
Baby Dragon
Knight Archers Mini P.E.K.K.A Hog Rider

Defense Synergies 2 16

Archers
Knight Cannon Mini P.E.K.K.A Skeleton Army Baby Dragon
Knight
Archers Cannon Mini P.E.K.K.A Wizard Skeleton Army Baby Dragon
Cannon
Knight Archers Mini P.E.K.K.A Wizard Skeleton Army Baby Dragon
Mini P.E.K.K.A
Archers Knight Cannon Wizard Skeleton Army Baby Dragon
Hog Rider
Wizard
Knight Cannon Mini P.E.K.K.A Skeleton Army
Skeleton Army
Archers Knight Cannon Mini P.E.K.K.A Wizard
Baby Dragon
Archers Knight Cannon Mini 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 Cannon Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army Knight Cannon
Cannon Mini P.E.K.K.A Skeleton Army Archers Knight
Cannon Mini P.E.K.K.A Skeleton Army Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Archers Cannon Baby Dragon
Archers Cannon Wizard Baby Dragon
Cannon Baby Dragon
Cannon Mini P.E.K.K.A Skeleton Army
Knight Skeleton Army Archers Cannon Mini P.E.K.K.A
Archers Skeleton Army Knight Cannon Wizard Baby Dragon
Archers Wizard Baby Dragon
Cannon Mini P.E.K.K.A Skeleton Army Knight Wizard
Wizard Skeleton Army Cannon Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Skeleton Army Knight Cannon
Skeleton Army Cannon Mini P.E.K.K.A
Wizard Knight Cannon Mini P.E.K.K.A Skeleton Army
Cannon Archers Knight Wizard Skeleton Army Baby Dragon
Wizard Baby Dragon Archers Knight Cannon
Mini P.E.K.K.A Cannon
Wizard Skeleton Army Archers Knight Cannon Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeleton Army Archers
Archers Knight Mini P.E.K.K.A Wizard Baby Dragon
Skeleton Army Knight Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Knight
Knight Cannon Mini P.E.K.K.A Skeleton Army
Wizard Archers Baby Dragon
Mini P.E.K.K.A Skeleton Army Archers Knight
Mini P.E.K.K.A Knight Skeleton Army
Knight Mini P.E.K.K.A Skeleton Army Baby Dragon
Cannon Skeleton Army
Knight Mini P.E.K.K.A
Skeleton Army
Mini P.E.K.K.A Skeleton Army Knight Cannon Wizard
Wizard Archers Cannon Skeleton Army Baby Dragon
Skeleton Army Archers Knight Mini P.E.K.K.A Baby Dragon
Archers Cannon Mini P.E.K.K.A Wizard Baby Dragon
Cannon

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.)

Knight Baby Dragon
Baby Dragon
Baby Dragon
Knight
Wizard Baby Dragon
Wizard Baby Dragon
Archers Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Mini P.E.K.K.A
Knight Wizard
Archers Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Wizard
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Archers Wizard Baby Dragon
Wizard
Mini P.E.K.K.A
Wizard
Wizard
Archers Skeleton Army
Archers Wizard Baby Dragon
Knight Mini P.E.K.K.A Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Wizard

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