My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of 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.

Flying Machine Mother 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.

Flying Machine P.E.K.K.A Mother Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Earthquake

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 Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Flying Machine Royal Hogs 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 Royal Hogs

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
Royal Hogs
Giant Snowball
Flying Machine Royal Hogs
Zap
Flying Machine Royal Hogs
Barbarian Barrel
Royal Hogs
The Log
Mini P.E.K.K.A Royal Hogs
Earthquake
Royal Hogs
Arrows
Flying Machine Royal Hogs
Royal Delivery
Mini P.E.K.K.A Flying Machine Royal Hogs P.E.K.K.A Mother Witch
Fireball
Flying Machine Royal Hogs Mother Witch
Poison
Flying Machine Royal Hogs Mother Witch
Lightning
Mini P.E.K.K.A Mother Witch
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake

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 Mini P.E.K.K.A P.E.K.K.A Mother 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Earthquake Mini P.E.K.K.A Flying Machine Mother Witch Royal Hogs P.E.K.K.A

Shortest cycle

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

10 Mirror Arrows Earthquake Mini P.E.K.K.A

Attack Synergies 5 13

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
Royal Hogs Mirror P.E.K.K.A Earthquake Mini P.E.K.K.A Mother Witch
Earthquake
Royal Hogs Arrows Mini P.E.K.K.A Mirror P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Arrows Earthquake Royal Hogs Mirror
Flying Machine
Royal Hogs Mirror P.E.K.K.A
Royal Hogs
Arrows Earthquake Mother Witch Mini P.E.K.K.A Flying Machine
Mirror
Arrows Earthquake Mini P.E.K.K.A Flying Machine
P.E.K.K.A
Arrows Earthquake Flying Machine Mother Witch
Mother Witch
Royal Hogs Arrows Earthquake P.E.K.K.A

Defense Synergies 1 8

Arrows
Mirror Mini P.E.K.K.A P.E.K.K.A Mother Witch
Earthquake
Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Earthquake Mirror Mother Witch
Flying Machine
Mirror P.E.K.K.A
Royal Hogs
Mirror
Arrows Mini P.E.K.K.A Flying Machine
P.E.K.K.A
Arrows Flying Machine
Mother Witch
Arrows 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.

Earthquake Flying Machine
Mini P.E.K.K.A P.E.K.K.A Flying Machine
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Arrows Earthquake Mini P.E.K.K.A P.E.K.K.A
Arrows Earthquake Flying Machine Mother Witch
Arrows Flying Machine
Earthquake Arrows Flying Machine P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Mother Witch Arrows Earthquake Flying Machine
Arrows Flying Machine
Mini P.E.K.K.A P.E.K.K.A Earthquake Flying Machine
Arrows Earthquake Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A 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
Arrows Flying Machine
Arrows Earthquake Flying Machine Mother Witch
Mini P.E.K.K.A P.E.K.K.A
Arrows Earthquake Mini P.E.K.K.A Flying Machine P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A Flying Machine
P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
Arrows Mother Witch Flying Machine
Mini P.E.K.K.A P.E.K.K.A Flying Machine
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Flying Machine
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Flying Machine
P.E.K.K.A Arrows
Mini P.E.K.K.A P.E.K.K.A
Flying Machine
Mini P.E.K.K.A Flying Machine P.E.K.K.A
Arrows Earthquake Mini P.E.K.K.A Flying Machine P.E.K.K.A Mother Witch
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.)

Earthquake Arrows Flying Machine
Arrows Flying Machine
Earthquake Arrows Flying Machine
Earthquake Arrows Flying Machine
Arrows Earthquake
Arrows Mother Witch Flying Machine
Arrows Earthquake Flying Machine
Arrows Earthquake Flying Machine
Arrows Flying Machine
Mini P.E.K.K.A
Arrows Earthquake Flying Machine
Arrows Flying Machine
Earthquake Flying Machine
Earthquake Arrows Flying Machine
Earthquake Arrows Flying Machine
Earthquake Arrows Flying Machine
Earthquake Arrows Flying Machine
Arrows Earthquake
Mini P.E.K.K.A
Arrows Earthquake Mini P.E.K.K.A Flying Machine
Arrows Earthquake Flying Machine Mother Witch
Earthquake
Arrows
Earthquake Arrows Flying Machine
Arrows Earthquake Mother Witch
Arrows Earthquake Flying Machine
Arrows Flying Machine
Arrows
Arrows Flying Machine Mother Witch
Flying Machine
Mini P.E.K.K.A
Arrows Earthquake
Arrows
P.E.K.K.A
Arrows Earthquake
Earthquake Flying Machine
Arrows Flying Machine
Arrows
Mini P.E.K.K.A Flying Machine
Arrows Earthquake Flying Machine
Arrows
Flying Machine P.E.K.K.A
Flying Machine
Flying Machine
Flying Machine
P.E.K.K.A

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