My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard

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 Firecracker 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.

Zap Arrows

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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.

Arrows 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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Firecracker Bomb Tower Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Firecracker

Attack Synergies 9 2

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
Zap
Arrows Firecracker Hog Rider P.E.K.K.A Electro Wizard
Arrows
Zap Hog Rider P.E.K.K.A
Firecracker
Zap Hog Rider P.E.K.K.A
Bomb Tower
Hog Rider
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 2 15

Skeletons
Zap Firecracker Bomb Tower P.E.K.K.A Electro Wizard
Zap
Bomb Tower Electro Wizard Skeletons Arrows Firecracker P.E.K.K.A
Arrows
Zap Bomb Tower P.E.K.K.A
Firecracker
Skeletons Zap Bomb Tower P.E.K.K.A Electro Wizard
Bomb Tower
Zap Skeletons Arrows Firecracker Electro Wizard
Hog Rider
P.E.K.K.A
Skeletons Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap Skeletons Firecracker Bomb Tower P.E.K.K.A

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 Firecracker Electro Wizard
Bomb Tower P.E.K.K.A Skeletons Zap Firecracker Electro Wizard
Bomb Tower P.E.K.K.A Skeletons Electro Wizard
Bomb Tower P.E.K.K.A Skeletons Firecracker Electro Wizard
Arrows Firecracker Bomb Tower P.E.K.K.A
Arrows Skeletons Zap Firecracker Bomb Tower Electro Wizard
Electro Wizard Zap Arrows Firecracker Bomb Tower
Zap Arrows Bomb Tower P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Bomb Tower
Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Zap Arrows Firecracker Bomb Tower
Arrows Zap Firecracker Electro Wizard
Bomb Tower P.E.K.K.A Skeletons Zap Electro Wizard
Bomb Tower Zap Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Bomb Tower Electro Wizard
Bomb Tower Zap P.E.K.K.A Electro Wizard
Bomb Tower Skeletons Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Bomb Tower Zap Firecracker Electro Wizard
Zap Arrows Bomb Tower Firecracker Electro Wizard
P.E.K.K.A Bomb Tower Electro Wizard
Arrows Firecracker Bomb Tower P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Firecracker Bomb Tower
P.E.K.K.A Skeletons Zap Bomb Tower Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons
Arrows Firecracker Skeletons Zap Bomb Tower Electro Wizard
P.E.K.K.A Skeletons Bomb Tower Electro Wizard
P.E.K.K.A Bomb Tower
Zap P.E.K.K.A Electro Wizard Skeletons Firecracker Bomb Tower
P.E.K.K.A Skeletons
P.E.K.K.A Bomb Tower
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Skeletons Bomb Tower
Firecracker Bomb Tower
Electro Wizard Skeletons Zap Firecracker Bomb Tower P.E.K.K.A
Arrows Zap Firecracker Bomb Tower P.E.K.K.A Electro Wizard
Zap Arrows Bomb Tower 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.)

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

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