My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Baby Dragon Night Witch Ram Rider

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.

Baby Dragon Rune Giant P.E.K.K.A Night Witch Ram Rider

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Rune Giant Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

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

Hog Rider Ram 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.

Hog Rider Baby Dragon Rune Giant P.E.K.K.A Ram 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.

Hog Rider Ram 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 Skeleton Army Night Witch Ram Rider
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Night Witch Ram Rider
Zap
Skeleton Army Night Witch Ram Rider
Barbarian Barrel
Skeleton Army Night Witch
The Log
Hog Rider Skeleton Army Ram Rider
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Hog Rider Skeleton Army Baby Dragon P.E.K.K.A Night Witch Ram Rider
Fireball
Hog Rider Skeleton Army Baby Dragon Night Witch Ram Rider
Poison
Skeleton Army Night Witch
Lightning
Baby Dragon Night Witch Ram Rider
Rocket
Hog Rider Night Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon

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.

Skeleton Army Baby Dragon Rune Giant P.E.K.K.A Night Witch

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Fireball Hog Rider Baby Dragon Rune Giant Night Witch Ram Rider P.E.K.K.A

Shortest cycle

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

15 Skeleton Army Fireball Hog Rider Baby Dragon

Attack Synergies 1 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.

Fireball
Hog Rider Baby Dragon Ram Rider
Hog Rider
Fireball Baby Dragon
Skeleton Army
Baby Dragon
Fireball Hog Rider P.E.K.K.A Ram Rider
Rune Giant
P.E.K.K.A
Baby Dragon Night Witch Ram Rider
Night Witch
P.E.K.K.A
Ram Rider
Fireball Baby Dragon P.E.K.K.A

Defense Synergies 0 2

Fireball
Ram Rider
Hog Rider
Skeleton Army
Baby Dragon
P.E.K.K.A
Rune Giant
P.E.K.K.A
Baby Dragon
Night Witch
Ram Rider
Fireball

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.

Fireball Baby Dragon Ram Rider
Skeleton Army P.E.K.K.A Night Witch Ram Rider
Skeleton Army P.E.K.K.A Ram Rider Night Witch
Skeleton Army P.E.K.K.A Night Witch Ram Rider
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Baby Dragon Night Witch
Ram Rider Fireball Baby Dragon Night Witch
Fireball Baby Dragon P.E.K.K.A Ram Rider
P.E.K.K.A Skeleton Army Night Witch
Skeleton Army Night Witch
Skeleton Army Fireball Baby Dragon Night Witch Ram Rider
Fireball Baby Dragon Night Witch Ram Rider
Skeleton Army P.E.K.K.A Night Witch Fireball Ram Rider
Fireball Skeleton Army Baby Dragon P.E.K.K.A Night Witch
Skeleton Army P.E.K.K.A Ram Rider
Skeleton Army Fireball P.E.K.K.A Ram Rider
Fireball Skeleton Army P.E.K.K.A Night Witch
Fireball Skeleton Army Baby Dragon Night Witch Ram Rider
Baby Dragon Fireball Ram Rider
P.E.K.K.A Ram Rider
Skeleton Army Fireball Baby Dragon P.E.K.K.A Night Witch
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Fireball P.E.K.K.A
Fireball Baby Dragon
Skeleton Army P.E.K.K.A Ram Rider
Skeleton Army P.E.K.K.A Fireball Night Witch Ram Rider
P.E.K.K.A Skeleton Army Night Witch Ram Rider
Fireball Baby Dragon Ram Rider
Skeleton Army P.E.K.K.A Fireball Night Witch Ram Rider
P.E.K.K.A Skeleton Army
P.E.K.K.A Fireball Skeleton Army Baby Dragon
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Fireball
Skeleton Army P.E.K.K.A Fireball Night Witch Ram Rider
Fireball Skeleton Army Baby Dragon
Skeleton Army Fireball Baby Dragon P.E.K.K.A Night Witch
Fireball Baby Dragon P.E.K.K.A
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 Baby Dragon
Fireball Baby Dragon Ram Rider
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Baby Dragon Ram Rider
Baby Dragon
Fireball Baby Dragon Ram Rider
Fireball Ram Rider
Fireball Night Witch
Fireball Ram Rider
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Night Witch
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Night Witch
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Ram Rider
Fireball Baby Dragon Ram Rider
Fireball Baby Dragon
Fireball Baby Dragon Night Witch
Fireball
Fireball Night Witch
Fireball Night Witch
Fireball
P.E.K.K.A
Fireball
Fireball Skeleton Army Night Witch
Fireball Baby Dragon Ram Rider
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
P.E.K.K.A
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
P.E.K.K.A
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: