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.

Goblin Gang Firecracker Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

Firecracker Wizard P.E.K.K.A Electro Wizard

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.

The Log

Punishments

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

Goblin Gang 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.

Goblin Gang 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 Electro Wizard

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
Goblin Gang Hog Rider
Giant Snowball
Cannon Goblin Gang Hog Rider
Zap
Cannon Goblin Gang Firecracker
Barbarian Barrel
Cannon Goblin Gang Firecracker Wizard Electro Wizard
The Log
Cannon Goblin Gang Firecracker Hog Rider
Earthquake
Cannon Goblin Gang Firecracker Hog Rider
Arrows
Goblin Gang Firecracker
Royal Delivery
Goblin Gang Firecracker Hog Rider Wizard P.E.K.K.A Electro Wizard
Fireball
Cannon Goblin Gang Firecracker Hog Rider Wizard Electro Wizard
Poison
Cannon Goblin Gang Firecracker Wizard Electro Wizard
Lightning
Cannon Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard The Log

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.

P.E.K.K.A

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.

Goblin Gang Wizard Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Cannon Goblin Gang Firecracker Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Cannon Goblin Gang Firecracker

Attack Synergies 4 7

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.

Cannon
Goblin Gang
Hog Rider Firecracker P.E.K.K.A
Firecracker
Hog Rider Goblin Gang P.E.K.K.A
Hog Rider
Goblin Gang Firecracker The Log Wizard Electro Wizard
Wizard
Hog Rider P.E.K.K.A
P.E.K.K.A
Electro Wizard Goblin Gang Firecracker Wizard The Log
The Log
Hog Rider P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider

Defense Synergies 3 15

Cannon
The Log Goblin Gang Firecracker Wizard Electro Wizard
Goblin Gang
Cannon Firecracker P.E.K.K.A The Log Electro Wizard
Firecracker
The Log Cannon Goblin Gang P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Goblin Gang Firecracker Wizard Electro Wizard
The Log
Cannon Firecracker P.E.K.K.A Goblin Gang Wizard Electro Wizard
Electro Wizard
Cannon Goblin Gang Firecracker Wizard P.E.K.K.A The Log

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.

Cannon Firecracker Wizard The Log Electro Wizard
P.E.K.K.A Cannon Goblin Gang Firecracker The Log Electro Wizard
Cannon Goblin Gang P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Goblin Gang Firecracker Electro Wizard
Firecracker P.E.K.K.A The Log
Goblin Gang The Log Cannon Firecracker Electro Wizard
Electro Wizard Cannon Goblin Gang Firecracker Wizard
Cannon P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A Goblin Gang
Goblin Gang Cannon Firecracker Electro Wizard
Goblin Gang Electro Wizard Cannon Firecracker Wizard The Log
Goblin Gang Firecracker Wizard Electro Wizard
Cannon P.E.K.K.A Goblin Gang Wizard The Log Electro Wizard
Wizard Cannon Goblin Gang Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang P.E.K.K.A The Log Electro Wizard
Wizard Cannon Goblin Gang Firecracker P.E.K.K.A Electro Wizard
Cannon Goblin Gang Firecracker Wizard The Log Electro Wizard
Wizard The Log Cannon Firecracker Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Goblin Gang Wizard Cannon Firecracker P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Firecracker Wizard The Log
Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Goblin Gang
Firecracker Wizard Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker The Log
P.E.K.K.A Cannon Goblin Gang
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Goblin Gang Wizard
Wizard Cannon Firecracker
Goblin Gang Electro Wizard Firecracker P.E.K.K.A The Log
Cannon Firecracker Wizard P.E.K.K.A The Log Electro Wizard
Cannon Electro Wizard

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.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Wizard Firecracker The Log
Firecracker Wizard
Firecracker Wizard The Log
The Log Firecracker Wizard
The Log Firecracker Wizard
Goblin Gang Electro Wizard
Firecracker Wizard The Log Electro Wizard
Firecracker Wizard
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Electro Wizard
Firecracker Wizard The Log
The Log
Wizard
The Log
The Log
Firecracker The Log Wizard
Firecracker The Log Wizard Electro Wizard
Wizard The Log
Firecracker The Log
Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Wizard The Log
Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard The Log
Electro Wizard Goblin Gang
Firecracker Wizard Electro Wizard
The Log
Goblin Gang Firecracker Wizard Electro Wizard
The Log Firecracker Wizard
Firecracker P.E.K.K.A
Goblin Gang Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
P.E.K.K.A
Firecracker Wizard

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