My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Monk

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 Fireball Goblin Curse Rage

Punishments

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

Hog Rider

Pump responses

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

Fireball

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

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 Monk

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 Goblin Curse
Giant Snowball
Hog Rider Goblin Curse
Zap
Goblin Curse
Barbarian Barrel
Wizard Goblin Curse
The Log
Hog Rider Goblin Curse
Earthquake
Hog Rider
Arrows
Goblin Curse
Royal Delivery
Hog Rider Wizard P.E.K.K.A
Fireball
Hog Rider Wizard
Poison
Wizard Goblin Curse
Lightning
Wizard Monk
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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 Goblin Curse Rage P.E.K.K.A

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Arrows Fireball Hog Rider Wizard Monk P.E.K.K.A

Shortest cycle

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

11 Goblin Curse Rage Arrows Fireball

Attack Synergies 6 4

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
Fireball Hog Rider Goblin Curse P.E.K.K.A
Fireball
Arrows Hog Rider Goblin Curse
Hog Rider
Arrows Fireball Rage Wizard
Wizard
Hog Rider Rage P.E.K.K.A
Goblin Curse
Arrows Fireball
Rage
Hog Rider Wizard
P.E.K.K.A
Arrows Wizard
Monk

Defense Synergies 0 4

Arrows
Fireball P.E.K.K.A Monk
Fireball
Arrows
Hog Rider
Wizard
P.E.K.K.A
Goblin Curse
Rage
P.E.K.K.A
Arrows Wizard
Monk
Arrows

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.

Fireball Wizard
P.E.K.K.A Goblin Curse Monk
P.E.K.K.A Goblin Curse
P.E.K.K.A Goblin Curse Monk
Arrows Fireball P.E.K.K.A Monk
Arrows Fireball
Arrows Fireball Wizard Goblin Curse
Arrows Fireball P.E.K.K.A Monk
P.E.K.K.A Goblin Curse
Goblin Curse Arrows Fireball Wizard
Arrows Fireball Wizard Goblin Curse
P.E.K.K.A Fireball Wizard Goblin Curse
Fireball Wizard Arrows Goblin Curse P.E.K.K.A
P.E.K.K.A Goblin Curse
Monk Fireball Goblin Curse P.E.K.K.A
Wizard Arrows Fireball P.E.K.K.A
Arrows Fireball Wizard
Arrows Wizard Fireball Goblin Curse
P.E.K.K.A Goblin Curse
Wizard Arrows Fireball Goblin Curse 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.

Fireball P.E.K.K.A
Fireball Arrows Wizard Monk
P.E.K.K.A
P.E.K.K.A Fireball Monk
P.E.K.K.A Goblin Curse
Arrows Fireball Wizard Goblin Curse Monk
P.E.K.K.A Fireball
P.E.K.K.A Goblin Curse
P.E.K.K.A Fireball Monk
P.E.K.K.A Goblin Curse
P.E.K.K.A
P.E.K.K.A Monk Arrows Fireball
P.E.K.K.A Fireball Wizard Goblin Curse
Wizard Fireball Goblin Curse
Fireball P.E.K.K.A Monk
Arrows Fireball Wizard Goblin Curse P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows Monk
Arrows Fireball Monk Goblin Curse
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows Goblin Curse
Arrows Fireball Wizard Goblin Curse Monk
Arrows Wizard
Arrows Fireball Wizard Goblin Curse
Arrows Fireball Monk Wizard
Fireball
Monk Arrows Fireball Wizard
Fireball Monk Arrows Wizard Goblin Curse
Fireball
Arrows Fireball Monk
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Monk Arrows Fireball
Arrows Fireball Wizard Monk
Arrows Fireball Wizard Goblin Curse Monk
Fireball Monk
Arrows Fireball Wizard
Monk
Arrows Fireball Monk
Arrows Goblin Curse Fireball Wizard
Arrows Fireball Wizard Monk
Fireball Arrows Wizard Monk
Fireball Arrows Goblin Curse
Arrows Fireball Wizard Goblin Curse
Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball Monk
P.E.K.K.A
Arrows Fireball Wizard Goblin Curse Monk
Fireball
Fireball Arrows Wizard Goblin Curse Monk
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Monk Arrows Fireball
P.E.K.K.A
Fireball
Fireball
Fireball Monk
P.E.K.K.A
Fireball Wizard Monk

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