My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

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.

Wizard P.E.K.K.A 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.

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 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.

Barbarians Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Mini P.E.K.K.A Hog Rider Barbarians Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Skeleton Army Mini P.E.K.K.A Hog Rider

Attack Synergies 2 10

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 Mini P.E.K.K.A Mega Knight
Barbarians
Hog Rider
Mini P.E.K.K.A
Arrows Hog Rider Wizard Mega Knight
Hog Rider
Arrows Barbarians Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A Mega Knight
Skeleton Army
P.E.K.K.A
Arrows Wizard
Mega Knight
Arrows Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 1 9

Arrows
Mega Knight Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians
Arrows Skeleton Army
Mini P.E.K.K.A
Arrows Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army
Barbarians Mini P.E.K.K.A Wizard
P.E.K.K.A
Arrows Wizard
Mega Knight
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
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Arrows Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Wizard
Arrows Barbarians P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Skeleton Army Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Skeleton Army Arrows Wizard Mega Knight
Arrows Wizard
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Skeleton Army Mega Knight Arrows Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight
Barbarians Skeleton Army Mini P.E.K.K.A P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Mega Knight Barbarians Wizard Skeleton Army
Arrows Wizard Barbarians Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A
Wizard Skeleton Army Mega Knight Arrows Barbarians 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.

Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Mega Knight
Barbarians Skeleton Army P.E.K.K.A Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight Barbarians
Barbarians P.E.K.K.A Mini P.E.K.K.A Skeleton Army Mega Knight
Arrows Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Barbarians
Mini P.E.K.K.A P.E.K.K.A Mega Knight Barbarians Skeleton Army
P.E.K.K.A Mega Knight Barbarians Mini P.E.K.K.A Skeleton Army
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Mega Knight Barbarians Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Mega Knight Arrows Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Barbarians Skeleton Army Mega Knight
Barbarians Skeleton Army Mini P.E.K.K.A P.E.K.K.A
Arrows Mega Knight Barbarians 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
Arrows
Arrows
Arrows Barbarians
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows Barbarians
Arrows Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Wizard
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Barbarians Skeleton Army
Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Mega Knight
P.E.K.K.A
Wizard Mega Knight

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