My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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!

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.

Bomb Tower

Investments

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

Skeletons Knight Balloon

Offensive cards

Win conditions

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

Hog Rider Balloon

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.

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

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.

Electro Spirit Knight Mini P.E.K.K.A Hog Rider Balloon

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.

Electro Spirit 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
Skeletons Hog Rider Balloon
Giant Snowball
Skeletons Hog Rider Balloon
Zap
Skeletons Balloon
Barbarian Barrel
Skeletons Electro Spirit Knight Bomb Tower
The Log
Skeletons Electro Spirit Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Bomb Tower Hog Rider
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Knight Mini P.E.K.K.A Hog Rider Balloon
Fireball
Bomb Tower Hog Rider Balloon
Poison
Bomb Tower Balloon
Lightning
Knight Mini P.E.K.K.A Bomb Tower Balloon
Rocket
Bomb Tower Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Bomb Tower

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.

Electro Spirit Knight Mini P.E.K.K.A

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Knight Fireball Mini P.E.K.K.A Bomb Tower Hog Rider Balloon

Shortest cycle

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

9 Skeletons Electro Spirit Knight Fireball

Attack Synergies 3 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.

Skeletons
Electro Spirit
Fireball Hog Rider Balloon
Knight
Hog Rider Balloon Fireball
Fireball
Hog Rider Electro Spirit Knight
Mini P.E.K.K.A
Hog Rider
Bomb Tower
Hog Rider
Knight Fireball Electro Spirit Mini P.E.K.K.A Balloon
Balloon
Knight Electro Spirit Hog Rider

Defense Synergies 1 9

Skeletons
Electro Spirit Knight Mini P.E.K.K.A Bomb Tower
Electro Spirit
Skeletons
Knight
Bomb Tower Skeletons Fireball Mini P.E.K.K.A
Fireball
Knight Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A
Skeletons Knight Fireball Bomb Tower
Bomb Tower
Knight Skeletons Fireball Mini P.E.K.K.A
Hog Rider
Balloon

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 Fireball
Mini P.E.K.K.A Bomb Tower Skeletons Knight
Mini P.E.K.K.A Bomb Tower Skeletons Knight
Mini P.E.K.K.A Bomb Tower Skeletons Knight
Fireball Mini P.E.K.K.A Bomb Tower
Fireball Skeletons Electro Spirit Bomb Tower
Electro Spirit Fireball Bomb Tower
Electro Spirit Fireball Bomb Tower
Mini P.E.K.K.A Skeletons Bomb Tower
Knight Skeletons Mini P.E.K.K.A
Skeletons Electro Spirit Knight Fireball Bomb Tower
Fireball
Mini P.E.K.K.A Bomb Tower Skeletons Knight Fireball
Fireball Bomb Tower Electro Spirit Mini P.E.K.K.A
Mini P.E.K.K.A Knight Bomb Tower
Bomb Tower Fireball Mini P.E.K.K.A
Bomb Tower Skeletons Knight Fireball Mini P.E.K.K.A
Fireball Bomb Tower Electro Spirit Knight
Bomb Tower Electro Spirit Knight Fireball
Mini P.E.K.K.A Bomb Tower
Electro Spirit Knight Fireball Mini P.E.K.K.A Bomb Tower

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 Skeletons Fireball
Fireball Knight Mini P.E.K.K.A Bomb Tower
Skeletons Knight Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Knight Fireball
Skeletons Knight Mini P.E.K.K.A
Fireball Skeletons Electro Spirit Bomb Tower
Mini P.E.K.K.A Skeletons Knight Fireball Bomb Tower
Mini P.E.K.K.A Knight Bomb Tower
Skeletons Electro Spirit Knight Fireball Mini P.E.K.K.A Bomb Tower
Skeletons
Knight Mini P.E.K.K.A Bomb Tower
Fireball
Mini P.E.K.K.A Skeletons Knight Fireball Bomb Tower
Fireball Bomb Tower
Skeletons Electro Spirit Knight Fireball Mini P.E.K.K.A Bomb Tower
Electro Spirit Fireball Mini P.E.K.K.A Bomb Tower
Electro Spirit Fireball Bomb Tower

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 Knight
Fireball
Fireball
Knight Fireball
Fireball
Fireball Electro Spirit
Fireball
Fireball
Fireball Mini P.E.K.K.A
Knight Fireball
Fireball
Knight Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Fireball
Electro Spirit Fireball
Fireball
Fireball
Fireball
Fireball
Electro Spirit Fireball
Fireball Mini P.E.K.K.A
Fireball
Electro Spirit Fireball
Fireball
Electro Spirit Fireball
Fireball
Fireball
Fireball Knight Mini P.E.K.K.A
Fireball
Fireball
Electro Spirit Fireball
Fireball
Fireball
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: