My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard

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.

Wizard P.E.K.K.A

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.

Zap Arrows Rage

Punishments

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

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 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.

Royal Hogs

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
Royal Hogs Skeleton Army
Giant Snowball
Royal Hogs Skeleton Army
Zap
Royal Hogs Skeleton Army
Barbarian Barrel
Wizard Royal Hogs Skeleton Army
The Log
Royal Hogs Skeleton Army
Earthquake
Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Wizard Royal Hogs Skeleton Army P.E.K.K.A
Fireball
Wizard Royal Hogs Skeleton Army
Poison
Wizard Royal Hogs Skeleton Army
Lightning
Wizard
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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.

Arrows Rage Skeleton Army 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.

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.

Wizard

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.

Mirror Zap Rage Arrows Skeleton Army Wizard Royal Hogs P.E.K.K.A

Shortest cycle

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

7 Mirror Zap Rage Arrows

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.

Zap
Arrows Mirror P.E.K.K.A Royal Hogs
Arrows
Zap Royal Hogs Mirror P.E.K.K.A
Wizard
Royal Hogs Rage P.E.K.K.A
Royal Hogs
Arrows Zap Wizard
Mirror
Zap Arrows Skeleton Army
Rage
Wizard
Skeleton Army
Mirror
P.E.K.K.A
Zap Arrows Wizard

Defense Synergies 3 6

Zap
Mirror Arrows Skeleton Army P.E.K.K.A
Arrows
Mirror Zap P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A
Royal Hogs
Mirror
Zap Arrows Skeleton Army
Rage
Skeleton Army
Mirror Zap Wizard
P.E.K.K.A
Zap Arrows Wizard

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.

Zap Wizard
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Zap
Zap Arrows Wizard
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Zap Arrows Wizard
Arrows Zap Wizard
Skeleton Army P.E.K.K.A Zap Wizard
Wizard Skeleton Army Zap Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Arrows Skeleton Army P.E.K.K.A
Arrows Zap Wizard Skeleton Army
Zap Arrows Wizard
P.E.K.K.A
Wizard Skeleton Army Arrows 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 Zap P.E.K.K.A
Zap Arrows Wizard
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Skeleton Army
Arrows Wizard Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Arrows
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Zap P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A
Zap 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
Arrows Zap
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Zap Wizard
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Skeleton Army
Zap Arrows Wizard
Arrows
Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap
P.E.K.K.A
Wizard

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