My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Bomber Wizard

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 Fireball

Punishments

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

Mini P.E.K.K.A Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Mini P.E.K.K.A Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mini P.E.K.K.A Guards Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Skeleton Army

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.

Fireball 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 Arrows Guards Skeleton Army Fireball Mini P.E.K.K.A Hog Rider Wizard

Shortest cycle

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

11 Bomber Arrows Guards Skeleton Army

Attack Synergies 3 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.

Bomber
Mini P.E.K.K.A Hog Rider
Arrows
Fireball Hog Rider Mini P.E.K.K.A
Fireball
Arrows Hog Rider
Mini P.E.K.K.A
Bomber Arrows Hog Rider Wizard
Hog Rider
Arrows Fireball Bomber Mini P.E.K.K.A Wizard Guards
Wizard
Mini P.E.K.K.A Hog Rider
Guards
Hog Rider
Skeleton Army

Defense Synergies 0 11

Bomber
Mini P.E.K.K.A Guards
Arrows
Fireball Mini P.E.K.K.A
Fireball
Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Bomber Arrows Fireball Wizard Guards Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Guards Skeleton Army
Guards
Bomber Mini P.E.K.K.A Wizard Skeleton Army
Skeleton Army
Mini P.E.K.K.A Wizard Guards

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 Fireball Wizard
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army Bomber
Mini P.E.K.K.A Skeleton Army Guards
Bomber Arrows Fireball Mini P.E.K.K.A Skeleton Army
Arrows Fireball Skeleton Army Bomber Guards
Arrows Fireball Wizard
Arrows Fireball
Mini P.E.K.K.A Skeleton Army
Guards Skeleton Army Bomber Mini P.E.K.K.A
Guards Skeleton Army Bomber Arrows Fireball Wizard
Arrows Fireball Wizard
Mini P.E.K.K.A Skeleton Army Bomber Fireball Wizard Guards
Bomber Fireball Wizard Skeleton Army Arrows Mini P.E.K.K.A Guards
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fireball Mini P.E.K.K.A
Wizard Bomber Arrows Fireball Mini P.E.K.K.A Skeleton Army
Arrows Fireball Bomber Wizard Guards Skeleton Army
Arrows Wizard Bomber Fireball Guards
Mini P.E.K.K.A
Bomber Wizard Skeleton Army Arrows Fireball Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeleton Army Fireball
Fireball Bomber Arrows Mini P.E.K.K.A Wizard
Guards Skeleton Army Mini P.E.K.K.A
Mini P.E.K.K.A Guards Skeleton Army Fireball
Mini P.E.K.K.A Guards Skeleton Army
Arrows Fireball Wizard
Mini P.E.K.K.A Guards Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army
Fireball Mini P.E.K.K.A Skeleton Army
Guards Skeleton Army
Mini P.E.K.K.A Guards
Skeleton Army Arrows Fireball Guards
Mini P.E.K.K.A Skeleton Army Fireball Wizard Guards
Wizard Bomber Fireball Skeleton Army
Guards Skeleton Army Bomber Fireball Mini P.E.K.K.A
Arrows Bomber Fireball Mini P.E.K.K.A Wizard
Bomber Arrows Fireball

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.)

Fireball Arrows Guards
Arrows Fireball
Arrows Fireball
Arrows Fireball Guards
Bomber Fireball Wizard Arrows
Arrows Fireball Wizard
Bomber Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Mini P.E.K.K.A Guards
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Bomber Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Bomber Mini P.E.K.K.A
Bomber Arrows Fireball Mini P.E.K.K.A Wizard
Bomber Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Bomber Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard Guards
Fireball Mini P.E.K.K.A
Bomber Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Fireball Guards Skeleton Army
Fireball Arrows Wizard
Arrows Fireball
Fireball Mini P.E.K.K.A Wizard
Arrows Bomber Fireball Wizard
Arrows Fireball
Fireball Guards
Fireball
Fireball
Fireball Wizard

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