My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Missing

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 Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Rage

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 Wall Breakers Mega Knight

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.

Goblins Knight Mini P.E.K.K.A Hog Rider Wall Breakers Mega Knight

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
Hog Rider Wall Breakers Skeleton Army
Giant Snowball
Goblins Hog Rider Wall Breakers Skeleton Army
Zap
Goblins Wall Breakers Skeleton Army
Barbarian Barrel
Goblins Knight Wall Breakers Skeleton Army
The Log
Goblins Mini P.E.K.K.A Hog Rider Wall Breakers Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Goblins Wall Breakers Skeleton Army
Royal Delivery
Goblins Knight Mini P.E.K.K.A Hog Rider Wall Breakers Skeleton Army
Fireball
Hog Rider Wall Breakers Skeleton Army
Poison
Skeleton Army
Lightning
Knight Mini P.E.K.K.A
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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.

Knight Mini P.E.K.K.A Rage Skeleton Army Mega Knight

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.

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.

Goblins

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Wall Breakers Rage Knight Skeleton Army Mini P.E.K.K.A Hog Rider Mega Knight

Shortest cycle

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

9 Goblins Wall Breakers Rage Knight

Attack Synergies 4 5

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.

Goblins
Hog Rider
Knight
Hog Rider Wall Breakers
Mini P.E.K.K.A
Hog Rider Rage Mega Knight
Hog Rider
Goblins Knight Rage Mini P.E.K.K.A Mega Knight
Wall Breakers
Knight Mega Knight
Rage
Hog Rider Mini P.E.K.K.A
Skeleton Army
Mega Knight
Mini P.E.K.K.A Hog Rider Wall Breakers

Defense Synergies 0 4

Goblins
Knight
Knight
Goblins Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A
Knight Skeleton Army
Hog Rider
Wall Breakers
Rage
Skeleton Army
Knight Mini P.E.K.K.A
Mega Knight

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
Mini P.E.K.K.A Skeleton Army Goblins Knight Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Goblins Knight
Mini P.E.K.K.A Skeleton Army Goblins Knight Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Goblins Mega Knight
Mega Knight
Mini P.E.K.K.A Goblins Skeleton Army
Knight Skeleton Army Goblins Mini P.E.K.K.A Mega Knight
Goblins Skeleton Army Knight Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Knight
Skeleton Army Mega Knight Goblins Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Knight Mega Knight
Skeleton Army Mini P.E.K.K.A Mega Knight
Mega Knight Goblins Knight Mini P.E.K.K.A Skeleton Army
Mega Knight Goblins Knight Skeleton Army
Knight Mega Knight
Mini P.E.K.K.A
Skeleton Army Mega Knight Goblins Knight Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeleton Army Mega Knight Goblins
Knight Mini P.E.K.K.A Mega Knight
Skeleton Army Mega Knight Goblins Knight Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight Knight
Knight Mini P.E.K.K.A Skeleton Army Mega Knight
Mini P.E.K.K.A Skeleton Army Goblins Knight
Mini P.E.K.K.A Mega Knight Knight Skeleton Army
Mega Knight Goblins Knight Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mega Knight Knight Mini P.E.K.K.A
Skeleton Army Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Knight
Skeleton Army Mega Knight
Skeleton Army Goblins Knight Mini P.E.K.K.A
Mega Knight Mini P.E.K.K.A

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.)

Knight
Knight
Mega Knight
Goblins Mini P.E.K.K.A
Knight
Knight
Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mega Knight
Mega Knight
Mega Knight
Mega Knight
Mini P.E.K.K.A
Mega Knight
Mega Knight
Skeleton Army
Knight Mini P.E.K.K.A Mega Knight
Mega Knight
Mega Knight
Mega Knight

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