My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers

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.

Skeletons Archers Royal Recruits P.E.K.K.A Monk

Offensive cards

Win conditions

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

Royal Hogs

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.

Royal Recruits Mini P.E.K.K.A Royal Hogs

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.

Royal Recruits Mini P.E.K.K.A Royal Hogs 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.

Mini P.E.K.K.A Royal Hogs Monk

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
Skeletons Archers Royal Recruits Royal Hogs
Giant Snowball
Skeletons Archers Royal Recruits Royal Hogs
Zap
Skeletons Archers Royal Hogs
Barbarian Barrel
Skeletons Archers Royal Recruits Royal Hogs
The Log
Skeletons Archers Royal Recruits Mini P.E.K.K.A Royal Hogs
Earthquake
Skeletons Archers Royal Hogs
Arrows
Skeletons Archers Royal Recruits Royal Hogs
Royal Delivery
Skeletons Archers Royal Recruits Mini P.E.K.K.A Royal Hogs P.E.K.K.A
Fireball
Archers Royal Hogs
Poison
Archers Royal Recruits Royal Hogs
Lightning
Mini P.E.K.K.A Monk
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Royal Recruits Mini P.E.K.K.A P.E.K.K.A

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Arrows Mini P.E.K.K.A Royal Hogs Monk Royal Recruits P.E.K.K.A

Shortest cycle

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

11 Skeletons Archers Arrows Mini P.E.K.K.A

Attack Synergies 2 9

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.

Skeletons
Archers
Arrows Royal Recruits Mini P.E.K.K.A Royal Hogs P.E.K.K.A
Arrows
Royal Hogs P.E.K.K.A Archers Mini P.E.K.K.A
Royal Recruits
Archers Royal Hogs
Mini P.E.K.K.A
Archers Arrows Royal Hogs
Royal Hogs
Arrows Archers Royal Recruits Mini P.E.K.K.A Monk
P.E.K.K.A
Arrows Archers
Monk
Royal Hogs

Defense Synergies 0 10

Skeletons
Archers Mini P.E.K.K.A P.E.K.K.A Monk
Archers
Skeletons Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A Monk
Royal Recruits
Archers
Mini P.E.K.K.A
Skeletons Archers Arrows
Royal Hogs
P.E.K.K.A
Skeletons Archers Arrows
Monk
Skeletons 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.

Royal Recruits
Mini P.E.K.K.A P.E.K.K.A Skeletons Royal Recruits Monk
Mini P.E.K.K.A P.E.K.K.A Skeletons Archers Royal Recruits
Royal Recruits Mini P.E.K.K.A P.E.K.K.A Skeletons Monk
Arrows Royal Recruits Mini P.E.K.K.A P.E.K.K.A Monk
Arrows Skeletons Archers
Archers Arrows
Arrows Royal Recruits P.E.K.K.A Monk
Mini P.E.K.K.A P.E.K.K.A Skeletons Royal Recruits
Skeletons Archers Royal Recruits Mini P.E.K.K.A
Archers Skeletons Arrows Royal Recruits
Arrows Archers
Royal Recruits Mini P.E.K.K.A P.E.K.K.A Skeletons
Arrows Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Monk Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Skeletons Arrows Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Arrows Archers Royal Recruits
Arrows Archers Royal Recruits
Mini P.E.K.K.A P.E.K.K.A Royal Recruits
Royal Recruits Archers Arrows Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Skeletons Archers P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Monk
Royal Recruits P.E.K.K.A Skeletons Mini P.E.K.K.A
Royal Recruits Mini P.E.K.K.A P.E.K.K.A Monk
Royal Recruits P.E.K.K.A Skeletons Mini P.E.K.K.A
Arrows Skeletons Archers Monk
Royal Recruits Mini P.E.K.K.A P.E.K.K.A Skeletons Archers
Mini P.E.K.K.A P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A Skeletons Mini P.E.K.K.A Monk
Royal Recruits P.E.K.K.A Skeletons
P.E.K.K.A Royal Recruits Mini P.E.K.K.A
Royal Recruits P.E.K.K.A Monk Arrows
Royal Recruits Mini P.E.K.K.A P.E.K.K.A Skeletons
Royal Recruits Archers
Royal Recruits Skeletons Archers Mini P.E.K.K.A P.E.K.K.A Monk
Arrows Archers Royal Recruits Mini P.E.K.K.A P.E.K.K.A
Arrows

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 Royal Recruits Monk
Arrows Monk
Arrows
Arrows Royal Recruits
Arrows
Arrows Monk
Archers Arrows
Arrows
Arrows Monk
Mini P.E.K.K.A
Monk Arrows Royal Recruits
Monk Archers Arrows
Arrows Monk
Arrows
Arrows
Arrows Royal Recruits
Monk Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Monk
Arrows Monk
Monk
Arrows
Monk
Arrows Royal Recruits Monk
Arrows
Arrows Monk
Arrows Monk
Arrows
Archers Arrows
Mini P.E.K.K.A
Arrows
Arrows Monk
P.E.K.K.A
Arrows Monk
Archers Royal Recruits
Archers Arrows Monk
Arrows
Mini P.E.K.K.A
Arrows
Monk Arrows
Royal Recruits P.E.K.K.A
Royal Recruits
Royal Recruits Monk
P.E.K.K.A
Monk

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