My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang 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 Rage

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight Rage 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 Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Knight Minions Goblin Gang Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Knight Minions

Attack Synergies 9 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 Goblin Gang Hog Rider Arrows Wizard
Minions
Knight Hog Rider Rage P.E.K.K.A
Goblin Gang
Knight Hog Rider P.E.K.K.A
Hog Rider
Arrows Knight Minions Goblin Gang Rage Wizard
Wizard
Knight Hog Rider Rage P.E.K.K.A
Rage
Minions Hog Rider Wizard
P.E.K.K.A
Arrows Minions Goblin Gang Wizard

Defense Synergies 2 6

Arrows
Knight P.E.K.K.A
Knight
Minions Goblin Gang Arrows Wizard
Minions
Knight P.E.K.K.A
Goblin Gang
Knight P.E.K.K.A
Hog Rider
Wizard
Knight P.E.K.K.A
Rage
P.E.K.K.A
Arrows Minions Goblin Gang 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 Minions Wizard
P.E.K.K.A Knight Minions Goblin Gang
Goblin Gang P.E.K.K.A Knight Minions
P.E.K.K.A Knight Minions Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Minions
Minions Arrows Goblin Gang Wizard
Arrows P.E.K.K.A
P.E.K.K.A Minions Goblin Gang
Knight Goblin Gang
Minions Goblin Gang Arrows Knight Wizard
Arrows Minions Goblin Gang Wizard
P.E.K.K.A Knight Minions Goblin Gang Wizard
Wizard Arrows Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Goblin Gang P.E.K.K.A
Wizard Arrows Knight Minions Goblin Gang P.E.K.K.A
Arrows Knight Minions Goblin Gang Wizard
Arrows Wizard Knight Minions
P.E.K.K.A
Goblin Gang Wizard Arrows Knight Minions P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang Wizard
Goblin Gang P.E.K.K.A Knight Minions
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Gang
Arrows Wizard Minions Goblin Gang
Goblin Gang P.E.K.K.A Knight Minions
P.E.K.K.A Knight
P.E.K.K.A Knight Minions
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Minions
P.E.K.K.A Arrows
P.E.K.K.A Knight Goblin Gang Wizard
Wizard
Goblin Gang Knight Minions P.E.K.K.A
Arrows Minions Wizard 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
Wizard Arrows
Arrows Wizard Minions
Arrows Wizard
Arrows Wizard
Arrows Wizard
Minions Goblin Gang
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows Minions
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Minions
Arrows Wizard
Arrows Wizard
Minions
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Minions Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Minions Goblin Gang
Arrows Wizard
Arrows
Knight Goblin Gang Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Minions Goblin Gang
P.E.K.K.A
Wizard

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