My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!
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.

Missing

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.

Knight Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Balloon

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 Wall Breakers Balloon

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 Barbarians Hog Rider Battle Healer Wall Breakers Balloon 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 Balloon

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 Wall Breakers Balloon
Giant Snowball
Barbarians Hog Rider Wall Breakers Balloon
Zap
Wall Breakers Balloon
Barbarian Barrel
Knight Barbarians Wall Breakers
The Log
Barbarians Hog Rider Wall Breakers
Earthquake
Barbarians Hog Rider
Arrows
Wall Breakers
Royal Delivery
Knight Barbarians Hog Rider Battle Healer Wall Breakers Balloon P.E.K.K.A
Fireball
Barbarians Hog Rider Battle Healer Wall Breakers Balloon
Poison
Barbarians Battle Healer Balloon
Lightning
Knight Battle Healer Balloon
Rocket
Barbarians Hog Rider Battle Healer Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Battle Healer P.E.K.K.A

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

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.

Wall Breakers Arrows Knight Hog Rider Battle Healer Barbarians Balloon P.E.K.K.A

Shortest cycle

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

12 Wall Breakers Arrows Knight Hog Rider

Attack Synergies 6 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 Balloon P.E.K.K.A Knight Battle Healer Wall Breakers
Knight
Hog Rider Wall Breakers Balloon Arrows
Barbarians
Hog Rider Battle Healer Balloon
Hog Rider
Arrows Knight Barbarians Battle Healer Balloon
Battle Healer
Arrows Barbarians Hog Rider Balloon
Wall Breakers
Knight Arrows Balloon
Balloon
Arrows Knight Barbarians Hog Rider Battle Healer Wall Breakers
P.E.K.K.A
Arrows

Defense Synergies 0 4

Arrows
Knight Barbarians Battle Healer P.E.K.K.A
Knight
Arrows
Barbarians
Arrows
Hog Rider
Battle Healer
Arrows
Wall Breakers
Balloon
P.E.K.K.A
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.

Knight
Barbarians P.E.K.K.A Knight Battle Healer
Barbarians P.E.K.K.A Knight
Barbarians P.E.K.K.A Knight
Arrows Barbarians Battle Healer P.E.K.K.A
Arrows
Arrows
Arrows Barbarians Battle Healer P.E.K.K.A
Barbarians P.E.K.K.A
Knight Barbarians Battle Healer
Barbarians Arrows Knight
Arrows
Barbarians P.E.K.K.A Knight Battle Healer
Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Knight
Barbarians P.E.K.K.A
Barbarians Arrows Knight P.E.K.K.A
Arrows Knight Barbarians Battle Healer
Arrows Knight Barbarians Battle Healer
Barbarians P.E.K.K.A
Arrows Knight Barbarians Battle Healer 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 Barbarians Battle Healer P.E.K.K.A
Arrows Knight Battle Healer
Barbarians P.E.K.K.A Knight Battle Healer
P.E.K.K.A Knight Barbarians Battle Healer
Barbarians P.E.K.K.A Knight Battle Healer
Arrows
P.E.K.K.A Knight Barbarians Battle Healer
P.E.K.K.A Knight Barbarians Battle Healer
P.E.K.K.A Knight Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Knight
Barbarians
Barbarians Knight Battle Healer P.E.K.K.A
Arrows Barbarians Battle Healer 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 Barbarians
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Barbarians
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Barbarians
Arrows
Arrows
Knight
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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