My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!
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.

Fire Spirit Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Witch 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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows

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.

Fire Spirit Arrows Knight Guards 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.

Fire Spirit Witch

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.

Fire Spirit Arrows Knight Cannon Guards Hog Rider Witch P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Arrows Knight Cannon

Attack Synergies 5 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.

Fire Spirit
Hog Rider P.E.K.K.A Knight
Arrows
Hog Rider P.E.K.K.A Knight
Knight
Hog Rider Fire Spirit Arrows Witch
Cannon
Hog Rider
Fire Spirit Arrows Knight Guards Witch
Guards
Hog Rider
Witch
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Witch

Defense Synergies 2 8

Fire Spirit
Knight P.E.K.K.A
Arrows
Knight Cannon P.E.K.K.A
Knight
Fire Spirit Cannon Arrows Witch
Cannon
Knight Arrows Guards Witch
Hog Rider
Guards
Cannon Witch
Witch
Knight Cannon Guards
P.E.K.K.A
Fire Spirit Arrows

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 Cannon
P.E.K.K.A Knight Cannon Witch
Cannon Witch P.E.K.K.A Fire Spirit Knight
Cannon Witch P.E.K.K.A Knight Guards
Arrows P.E.K.K.A
Arrows Fire Spirit Cannon Guards
Fire Spirit Arrows Cannon Witch
Arrows Cannon P.E.K.K.A
Cannon Witch P.E.K.K.A
Knight Guards Fire Spirit Cannon
Guards Witch Arrows Knight Cannon
Arrows Witch
Cannon P.E.K.K.A Fire Spirit Knight Guards Witch
Fire Spirit Arrows Cannon Guards Witch P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A
Arrows Knight Cannon Witch P.E.K.K.A
Fire Spirit Arrows Cannon Knight Guards Witch
Arrows Witch Fire Spirit Knight Cannon Guards
P.E.K.K.A Cannon
Fire Spirit Arrows Knight Cannon Guards Witch P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Guards Witch P.E.K.K.A
Arrows Knight
Guards P.E.K.K.A Knight Witch
Guards P.E.K.K.A Knight
P.E.K.K.A Knight Cannon Guards Witch
Fire Spirit Arrows Witch
Guards P.E.K.K.A Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Witch
Witch P.E.K.K.A Cannon Guards
P.E.K.K.A Knight Guards Witch
P.E.K.K.A Arrows Guards
P.E.K.K.A Knight Cannon Guards Witch
Cannon Witch
Guards Witch Knight P.E.K.K.A
Arrows Cannon Witch P.E.K.K.A
Arrows Cannon

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 Guards
Arrows
Arrows
Arrows Knight Guards
Fire Spirit Arrows
Arrows Fire Spirit Witch
Fire Spirit Arrows Witch
Arrows Fire Spirit
Arrows
Fire Spirit Guards
Arrows Knight
Fire Spirit Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Fire Spirit Arrows
Fire Spirit Arrows Witch
Arrows
Arrows
Arrows Fire Spirit Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Fire Spirit Arrows Witch
Guards Witch
Arrows
Arrows
P.E.K.K.A
Arrows
Fire Spirit Guards Witch
Fire Spirit Arrows Witch
Arrows
Knight
Arrows
Arrows
P.E.K.K.A
Guards Witch
Witch
Witch
P.E.K.K.A

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