My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions Firecracker Witch

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 Witch P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider

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 Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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 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.

Minions Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Minions Firecracker Skeleton Army Hog Rider Witch P.E.K.K.A

Shortest cycle

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

11 Zap Knight Minions Firecracker

Attack Synergies 8 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.

Zap
Firecracker Hog Rider P.E.K.K.A Knight Minions Witch
Knight
Minions Firecracker Hog Rider Zap Witch
Minions
Knight Hog Rider Zap Firecracker P.E.K.K.A
Firecracker
Zap Knight Hog Rider Minions P.E.K.K.A
Hog Rider
Zap Knight Minions Firecracker Witch
Skeleton Army
Witch
Zap Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Minions Firecracker Witch

Defense Synergies 2 12

Zap
Knight Minions Firecracker Skeleton Army Witch P.E.K.K.A
Knight
Minions Firecracker Zap Skeleton Army Witch
Minions
Knight Zap Firecracker P.E.K.K.A
Firecracker
Knight Zap Minions Skeleton Army P.E.K.K.A
Hog Rider
Skeleton Army
Zap Knight Firecracker
Witch
Zap Knight
P.E.K.K.A
Zap Minions Firecracker

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 Knight Minions Firecracker
Skeleton Army P.E.K.K.A Zap Knight Minions Firecracker Witch
Skeleton Army Witch P.E.K.K.A Knight Minions
Skeleton Army Witch P.E.K.K.A Knight Minions Firecracker
Firecracker Skeleton Army P.E.K.K.A
Skeleton Army Zap Minions Firecracker
Minions Zap Firecracker Witch
Zap P.E.K.K.A
Witch P.E.K.K.A Minions Skeleton Army
Knight Skeleton Army Firecracker
Minions Skeleton Army Witch Zap Knight Firecracker
Minions Zap Firecracker Witch
Skeleton Army P.E.K.K.A Zap Knight Minions Witch
Skeleton Army Zap Minions Firecracker Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap P.E.K.K.A
Knight Minions Firecracker Skeleton Army Witch P.E.K.K.A
Zap Knight Minions Firecracker Skeleton Army Witch
Zap Witch Knight Minions Firecracker
P.E.K.K.A
Skeleton Army Knight Minions Firecracker Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Zap Witch P.E.K.K.A
Zap Knight Firecracker
Skeleton Army P.E.K.K.A Zap Knight Minions Witch
Skeleton Army P.E.K.K.A Zap Knight
P.E.K.K.A Knight Skeleton Army Witch
Firecracker Zap Minions Witch
Skeleton Army P.E.K.K.A Knight Minions Witch
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Knight Minions Firecracker Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Minions Witch
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Knight Witch
Firecracker Skeleton Army Witch
Skeleton Army Witch Zap Knight Minions Firecracker P.E.K.K.A
Minions Zap Firecracker Witch P.E.K.K.A
Zap

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
Firecracker Zap
Knight Firecracker
Zap Firecracker
Firecracker Zap Minions Witch
Firecracker Witch
Zap Firecracker
Zap Firecracker
Minions
Firecracker Zap Knight
Zap Firecracker
Knight Firecracker
Minions Firecracker
Zap Firecracker
Zap Firecracker Witch
Firecracker
Minions
Zap Firecracker
Zap Firecracker Witch
Minions
Zap
Zap Firecracker Witch
Witch
Firecracker Zap Witch
Zap Witch
Zap Firecracker
Zap Firecracker Witch
Zap Minions Firecracker Witch
Zap
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Minions Skeleton Army Witch
Zap Firecracker Witch
Knight Firecracker
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Minions Firecracker Witch
Firecracker Zap Witch
Zap Firecracker Witch
P.E.K.K.A
Firecracker

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