My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Skeletons 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.

Arrows Earthquake The Log

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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
Barbarian Barrel
Skeletons Electro Wizard
The Log
Skeletons Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Mini P.E.K.K.A Hog Rider P.E.K.K.A Electro Wizard
Fireball
Hog Rider Electro Wizard
Poison
Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake 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.

Arrows Mini P.E.K.K.A 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Earthquake Mini P.E.K.K.A Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Earthquake

Attack Synergies 5 10

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
Arrows
Hog Rider P.E.K.K.A Earthquake Mini P.E.K.K.A
Earthquake
Hog Rider Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A
Arrows Earthquake Hog Rider The Log Electro Wizard
Hog Rider
Arrows Earthquake The Log Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Earthquake The Log
The Log
Hog Rider Earthquake Mini P.E.K.K.A P.E.K.K.A
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Hog Rider

Defense Synergies 3 11

Skeletons
Earthquake Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Arrows
Mini P.E.K.K.A P.E.K.K.A
Earthquake
Skeletons Mini P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Electro Wizard Skeletons Arrows Earthquake
Hog Rider
P.E.K.K.A
The Log Skeletons Arrows Electro Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Earthquake Electro Wizard
Electro Wizard
Mini P.E.K.K.A Skeletons 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.

Earthquake The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Electro Wizard
Arrows Earthquake Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Skeletons Earthquake Electro Wizard
Electro Wizard Arrows
Earthquake Arrows P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A Electro Wizard
Electro Wizard Skeletons Arrows Earthquake The Log
Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Earthquake The Log Electro Wizard
Arrows Earthquake Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Skeletons Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows The Log Electro Wizard
Arrows Earthquake The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Earthquake Mini P.E.K.K.A 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.

Mini P.E.K.K.A Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Mini P.E.K.K.A
Arrows Skeletons Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Arrows The Log Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons
Electro Wizard Skeletons Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Earthquake Mini P.E.K.K.A P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Earthquake Arrows The Log
Arrows The Log Electro Wizard
Earthquake Arrows The Log
Earthquake Arrows The Log
Arrows Earthquake The Log
Arrows
Arrows Earthquake The Log
Arrows Earthquake The Log
Arrows The Log
Mini P.E.K.K.A Electro Wizard
Arrows Earthquake The Log Electro Wizard
Arrows
Earthquake The Log
Earthquake Arrows
Earthquake Arrows The Log
Earthquake Arrows The Log
Earthquake Arrows The Log
Arrows Earthquake
Mini P.E.K.K.A
Arrows Earthquake Mini P.E.K.K.A The Log Electro Wizard
Arrows Earthquake The Log
Earthquake The Log
Arrows
The Log
Earthquake Arrows The Log
Arrows Earthquake The Log
Arrows The Log Earthquake Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Mini P.E.K.K.A
Arrows Earthquake The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows Earthquake The Log
Earthquake Electro Wizard
Arrows Electro Wizard
Arrows The Log
Mini P.E.K.K.A Electro Wizard
Arrows The Log Earthquake
Arrows
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
P.E.K.K.A

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