My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Archers 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.

Bomber Archers 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 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.

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
Bomber Archers Hog Rider Guards
Giant Snowball
Bomber Archers Hog Rider Guards
Zap
Bomber Archers Guards
Barbarian Barrel
Bomber Archers Wizard Guards
The Log
Bomber Archers Hog Rider Guards
Earthquake
Bomber Archers Hog Rider Guards
Arrows
Bomber Archers Guards
Royal Delivery
Bomber Archers Hog Rider Wizard Guards P.E.K.K.A
Fireball
Bomber Archers Hog Rider Wizard
Poison
Bomber Archers Wizard Guards
Lightning
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.

Bomber 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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Arrows Guards Tornado Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

11 Bomber Archers Arrows Guards

Attack Synergies 4 9

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.

Bomber
Hog Rider P.E.K.K.A
Archers
Arrows Hog Rider P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Archers
Hog Rider
Arrows Bomber Archers Wizard Guards Tornado
Wizard
Tornado Hog Rider P.E.K.K.A
Guards
Hog Rider
Tornado
Wizard P.E.K.K.A Hog Rider
P.E.K.K.A
Arrows Tornado Bomber Archers Wizard

Defense Synergies 2 10

Bomber
Guards Tornado P.E.K.K.A
Archers
Guards Tornado P.E.K.K.A
Arrows
Tornado P.E.K.K.A
Hog Rider
Wizard
Tornado Guards P.E.K.K.A
Guards
Bomber Archers Wizard
Tornado
Wizard P.E.K.K.A Bomber Archers Arrows
P.E.K.K.A
Tornado Bomber Archers 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.

Bomber Wizard
P.E.K.K.A
Tornado P.E.K.K.A Bomber Archers
P.E.K.K.A Guards
Bomber Arrows Tornado P.E.K.K.A
Arrows Tornado Bomber Archers Guards
Tornado Archers Arrows Wizard
Arrows P.E.K.K.A
P.E.K.K.A Tornado
Guards Tornado Bomber Archers
Archers Guards Bomber Arrows Wizard Tornado
Arrows Archers Wizard Tornado
P.E.K.K.A Bomber Wizard Guards
Bomber Wizard Arrows Guards Tornado P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Wizard Bomber Arrows Tornado P.E.K.K.A
Arrows Bomber Archers Wizard Guards Tornado
Arrows Wizard Tornado Bomber Archers Guards
P.E.K.K.A Tornado
Bomber Wizard Archers Arrows Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Archers P.E.K.K.A
Bomber Archers Arrows Wizard
Guards P.E.K.K.A
Guards P.E.K.K.A Tornado
P.E.K.K.A Guards
Arrows Wizard Archers Tornado
Guards P.E.K.K.A Archers
P.E.K.K.A
P.E.K.K.A Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado
P.E.K.K.A Wizard Guards
Wizard Bomber Archers
Guards Bomber Archers Tornado P.E.K.K.A
Arrows Bomber Archers Wizard P.E.K.K.A
Bomber 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 Guards
Arrows Tornado
Arrows
Arrows Guards
Bomber Wizard Arrows
Arrows Wizard Tornado
Bomber Archers Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Guards Tornado
Arrows Wizard Tornado
Archers Arrows Wizard Tornado
Arrows
Arrows
Bomber Arrows Wizard
Arrows Wizard
Arrows Tornado
Bomber
Bomber Archers Arrows Wizard
Bomber Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Bomber Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Tornado
Archers Arrows Wizard Tornado
Wizard Guards
Bomber Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Archers Guards
Archers Arrows Wizard Tornado
Arrows
Wizard
Arrows Bomber Wizard
Arrows Tornado
P.E.K.K.A
Guards Tornado
Tornado
Tornado
P.E.K.K.A
Wizard

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