My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

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 Firecracker Balloon Electro Giant Skeleton King

Offensive cards

Win conditions

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

Hog Rider Balloon Electro Giant

Damage spells

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

Freeze

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 Balloon Electro Giant

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.

Knight Mini P.E.K.K.A Hog Rider Balloon Electro Giant Skeleton King

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.

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

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 Balloon Skeleton King
Giant Snowball
Hog Rider Balloon Skeleton King
Zap
Firecracker Balloon Skeleton King
Barbarian Barrel
Knight Firecracker Skeleton King
The Log
Firecracker Mini P.E.K.K.A Hog Rider Skeleton King
Earthquake
Firecracker Hog Rider Skeleton King
Arrows
Firecracker Skeleton King
Royal Delivery
Knight Firecracker Mini P.E.K.K.A Hog Rider Balloon Skeleton King
Fireball
Firecracker Hog Rider Balloon Skeleton King
Poison
Firecracker Balloon Skeleton King
Lightning
Knight Mini P.E.K.K.A Balloon Skeleton King
Rocket
Hog Rider Balloon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Freeze Electro Giant Skeleton King

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.

Knight Mini P.E.K.K.A Freeze Electro Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Firecracker Mini P.E.K.K.A Hog Rider Freeze Skeleton King Balloon Electro Giant

Shortest cycle

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

14 Knight Firecracker Mini P.E.K.K.A Hog Rider

Attack Synergies 6 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.

Knight
Firecracker Hog Rider Balloon
Firecracker
Knight Hog Rider Mini P.E.K.K.A Balloon
Mini P.E.K.K.A
Firecracker Hog Rider Electro Giant
Hog Rider
Knight Firecracker Freeze Mini P.E.K.K.A Balloon
Freeze
Hog Rider Balloon
Balloon
Knight Freeze Firecracker Hog Rider
Electro Giant
Mini P.E.K.K.A
Skeleton King

Defense Synergies 1 4

Knight
Firecracker Mini P.E.K.K.A
Firecracker
Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Knight Firecracker Freeze Electro Giant
Hog Rider
Freeze
Mini P.E.K.K.A
Balloon
Electro Giant
Mini P.E.K.K.A
Skeleton King

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 Firecracker
Mini P.E.K.K.A Knight Firecracker
Mini P.E.K.K.A Knight Freeze
Mini P.E.K.K.A Knight Firecracker Skeleton King
Firecracker Mini P.E.K.K.A
Freeze Firecracker
Firecracker Freeze
Electro Giant
Mini P.E.K.K.A Skeleton King
Knight Firecracker Mini P.E.K.K.A
Knight Firecracker Freeze Electro Giant Skeleton King
Firecracker
Mini P.E.K.K.A Knight Freeze
Firecracker Mini P.E.K.K.A Freeze Skeleton King
Mini P.E.K.K.A Knight Skeleton King
Mini P.E.K.K.A Freeze Electro Giant
Knight Firecracker Mini P.E.K.K.A
Knight Firecracker
Freeze Knight Firecracker
Mini P.E.K.K.A
Knight Firecracker Mini P.E.K.K.A Electro Giant
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 Electro Giant
Knight Firecracker Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A
Firecracker Electro Giant Freeze
Mini P.E.K.K.A Knight
Mini P.E.K.K.A Knight
Freeze Knight Firecracker Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Electro Giant
Mini P.E.K.K.A Knight Skeleton King
Firecracker Electro Giant
Electro Giant Knight Firecracker Mini P.E.K.K.A Freeze Skeleton King
Firecracker Mini P.E.K.K.A Freeze Electro Giant Skeleton King

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 Firecracker Freeze
Firecracker
Knight Firecracker Freeze
Firecracker
Firecracker Electro Giant Freeze
Firecracker
Firecracker Freeze
Firecracker
Mini P.E.K.K.A
Firecracker Knight
Firecracker
Knight Firecracker
Firecracker Freeze
Firecracker
Firecracker
Firecracker
Freeze
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A
Firecracker Electro Giant
Firecracker Freeze Electro Giant
Firecracker
Firecracker
Firecracker Electro Giant
Firecracker Freeze Electro Giant
Mini P.E.K.K.A
Firecracker Freeze
Firecracker
Freeze
Firecracker
Freeze
Knight Firecracker Mini P.E.K.K.A
Firecracker Skeleton King
Electro Giant
Firecracker
Electro Giant Firecracker Freeze Skeleton King
Firecracker
Firecracker Freeze Electro Giant
Firecracker

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