My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

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.

Knight Wizard 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

Damage spells

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

Arrows Goblin Curse Rage Tornado

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.

Missing

Dropped at the bridge

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

Knight 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

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
Knight Wizard Goblin Curse
The Log
Hog Rider Goblin Curse
Earthquake
Hog Rider
Arrows
Goblin Curse
Royal Delivery
Knight Hog Rider Wizard P.E.K.K.A
Fireball
Hog Rider Wizard
Poison
Wizard Goblin Curse
Lightning
Knight Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado

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 Goblin Curse Rage Tornado 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.

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.

Goblin Curse Rage Arrows Knight Tornado Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

10 Goblin Curse Rage Arrows Knight

Attack Synergies 7 6

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 Goblin Curse P.E.K.K.A Knight
Knight
Hog Rider Arrows Wizard
Hog Rider
Arrows Knight Rage Wizard Tornado
Wizard
Tornado Knight Hog Rider Rage P.E.K.K.A
Goblin Curse
Arrows
Rage
Hog Rider Wizard
Tornado
Wizard P.E.K.K.A Hog Rider
P.E.K.K.A
Arrows Tornado Wizard

Defense Synergies 2 6

Arrows
Knight Tornado P.E.K.K.A
Knight
Arrows Wizard Tornado
Hog Rider
Wizard
Tornado Knight P.E.K.K.A
Goblin Curse
Rage
Tornado
Wizard P.E.K.K.A Arrows Knight
P.E.K.K.A
Tornado 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.

Knight Wizard
P.E.K.K.A Knight Goblin Curse
Tornado P.E.K.K.A Knight Goblin Curse
P.E.K.K.A Knight Goblin Curse
Arrows Tornado P.E.K.K.A
Arrows Tornado
Tornado Arrows Wizard Goblin Curse
Arrows P.E.K.K.A
P.E.K.K.A Goblin Curse Tornado
Knight Tornado
Goblin Curse Arrows Knight Wizard Tornado
Arrows Wizard Goblin Curse Tornado
P.E.K.K.A Knight Wizard Goblin Curse
Wizard Arrows Goblin Curse Tornado P.E.K.K.A
P.E.K.K.A Knight Goblin Curse
Tornado Goblin Curse P.E.K.K.A
Wizard Arrows Knight Tornado P.E.K.K.A
Arrows Knight Wizard Tornado
Arrows Wizard Tornado Knight Goblin Curse
P.E.K.K.A Goblin Curse Tornado
Wizard Arrows Knight Goblin Curse P.E.K.K.A

Counters to secondary win conditions

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

Knight P.E.K.K.A
Arrows Knight Wizard
P.E.K.K.A Knight
P.E.K.K.A Knight Tornado
P.E.K.K.A Knight Goblin Curse
Arrows Wizard Goblin Curse Tornado
P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Curse
P.E.K.K.A Knight Tornado
P.E.K.K.A Goblin Curse
P.E.K.K.A Knight
P.E.K.K.A Arrows Tornado
P.E.K.K.A Knight Wizard Goblin Curse
Wizard Goblin Curse
Knight Tornado P.E.K.K.A
Arrows Wizard Goblin Curse 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 Goblin Curse Tornado
Arrows
Arrows Knight
Wizard Arrows Goblin Curse
Arrows Wizard Goblin Curse Tornado
Arrows Wizard Tornado
Arrows Wizard Goblin Curse Tornado
Arrows Wizard Tornado
Tornado
Arrows Knight Wizard Tornado
Arrows Wizard Goblin Curse Tornado
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard
Arrows Wizard Goblin Curse Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Goblin Curse Tornado Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Goblin Curse Tornado
Arrows Wizard Goblin Curse Tornado
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard Goblin Curse
Arrows Wizard Goblin Curse Tornado
Arrows
Knight Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Tornado
Tornado
Tornado
P.E.K.K.A
Wizard

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