My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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.

Minions Firecracker

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 Firecracker 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 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.

Firecracker 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
Minions Hog Rider Guards
Giant Snowball
Minions Hog Rider Guards
Zap
Minions Firecracker Guards
Barbarian Barrel
Knight Firecracker Guards
The Log
Firecracker Hog Rider Guards
Earthquake
Firecracker Hog Rider Guards
Arrows
Minions Firecracker Guards
Royal Delivery
Knight Minions Firecracker Hog Rider Guards P.E.K.K.A
Fireball
Minions Firecracker Hog Rider
Poison
Minions Firecracker Guards
Lightning
Knight
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Guards 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.

Minions

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.

Arrows Knight Minions Firecracker Guards Tornado Hog Rider P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Minions Firecracker

Attack Synergies 8 7

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 Knight
Knight
Minions Firecracker Hog Rider Arrows
Minions
Knight Hog Rider Firecracker P.E.K.K.A
Firecracker
Knight Hog Rider Minions Tornado P.E.K.K.A
Hog Rider
Arrows Knight Minions Firecracker Guards Tornado
Guards
Hog Rider
Tornado
P.E.K.K.A Firecracker Hog Rider
P.E.K.K.A
Arrows Tornado Minions Firecracker

Defense Synergies 3 9

Arrows
Knight Tornado P.E.K.K.A
Knight
Minions Firecracker Arrows Tornado
Minions
Knight Firecracker P.E.K.K.A
Firecracker
Knight Minions Guards Tornado P.E.K.K.A
Hog Rider
Guards
Firecracker
Tornado
P.E.K.K.A Arrows Knight Firecracker
P.E.K.K.A
Tornado Arrows Minions Firecracker

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 Minions Firecracker
P.E.K.K.A Knight Minions Firecracker
Tornado P.E.K.K.A Knight Minions
P.E.K.K.A Knight Minions Firecracker Guards
Arrows Firecracker Tornado P.E.K.K.A
Arrows Tornado Minions Firecracker Guards
Minions Tornado Arrows Firecracker
Arrows P.E.K.K.A
P.E.K.K.A Minions Tornado
Knight Guards Tornado Firecracker
Minions Guards Arrows Knight Firecracker Tornado
Arrows Minions Firecracker Tornado
P.E.K.K.A Knight Minions Guards
Arrows Minions Firecracker Guards Tornado P.E.K.K.A
P.E.K.K.A Knight
Tornado P.E.K.K.A
Arrows Knight Minions Firecracker Tornado P.E.K.K.A
Arrows Knight Minions Firecracker Guards Tornado
Arrows Tornado Knight Minions Firecracker Guards
P.E.K.K.A Tornado
Arrows Knight Minions Firecracker Guards P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A
Arrows Knight Firecracker
Guards P.E.K.K.A Knight Minions
Guards P.E.K.K.A Knight Tornado
P.E.K.K.A Knight Guards
Arrows Firecracker Minions Tornado
Guards P.E.K.K.A Knight Minions
P.E.K.K.A Knight
P.E.K.K.A Knight Minions Firecracker Tornado
P.E.K.K.A Guards
P.E.K.K.A Knight Minions Guards
P.E.K.K.A Arrows Guards Tornado
P.E.K.K.A Knight Guards
Firecracker
Guards Knight Minions Firecracker Tornado P.E.K.K.A
Arrows Minions Firecracker 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 Firecracker Guards
Arrows Firecracker Tornado
Arrows
Arrows Knight Firecracker Guards
Arrows Firecracker
Arrows Firecracker Minions Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Minions Guards Tornado
Firecracker Arrows Knight Tornado
Arrows Firecracker Tornado
Knight Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Minions
Arrows Firecracker
Arrows Firecracker Tornado
Minions
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Minions Firecracker Guards
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Minions Guards
Arrows Firecracker Tornado
Arrows
Knight Firecracker
Arrows Firecracker
Arrows Tornado
Firecracker P.E.K.K.A
Minions Firecracker Guards Tornado
Firecracker Tornado
Firecracker Tornado

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