My Best Clash Royale Deck

Deck Check Rating

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

1 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!

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 Magic Archer

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.

P.E.K.K.A Electro Wizard Magic Archer

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 Fireball Freeze

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.

Fireball

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 Magic Archer

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.

Hog Rider Electro Wizard Magic Archer

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
Hog Rider Guards
Giant Snowball
Hog Rider Guards
Zap
Guards
Barbarian Barrel
Guards Electro Wizard Magic Archer
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards P.E.K.K.A Electro Wizard Magic Archer
Fireball
Hog Rider Electro Wizard Magic Archer
Poison
Guards Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze Magic Archer

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.

Guards Freeze 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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Fireball Hog Rider Freeze Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

13 Zap Guards Fireball Hog Rider

Attack Synergies 8 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.

Zap
Fireball Hog Rider P.E.K.K.A Electro Wizard Guards Freeze Magic Archer
Fireball
Zap Hog Rider Freeze Electro Wizard Magic Archer
Hog Rider
Zap Fireball Freeze Guards Electro Wizard Magic Archer
Guards
Zap Hog Rider
Freeze
Hog Rider Zap Fireball
P.E.K.K.A
Zap Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider Magic Archer
Magic Archer
P.E.K.K.A Zap Fireball Hog Rider Electro Wizard

Defense Synergies 2 10

Zap
Fireball Electro Wizard Guards P.E.K.K.A Magic Archer
Fireball
Zap Freeze Electro Wizard
Hog Rider
Guards
Zap Electro Wizard Magic Archer
Freeze
Fireball Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Fireball Guards Freeze P.E.K.K.A Magic Archer
Magic Archer
Zap Guards Electro 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 Fireball Electro Wizard Magic Archer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Freeze Electro Wizard
P.E.K.K.A Guards Electro Wizard
Fireball P.E.K.K.A
Fireball Freeze Zap Guards Electro Wizard Magic Archer
Electro Wizard Zap Fireball Freeze Magic Archer
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A
Guards Electro Wizard
Guards Electro Wizard Zap Fireball Freeze Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Zap Fireball Guards Freeze Electro Wizard
Fireball Zap Guards Freeze P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Zap Fireball Freeze P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Zap Guards Electro Wizard Magic Archer
Zap Freeze Fireball Guards Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Fireball Guards 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.

Guards Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Magic Archer
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Guards
Fireball Zap Freeze Electro Wizard Magic Archer
Guards P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A
Zap Freeze P.E.K.K.A Electro Wizard Fireball Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Fireball Guards Electro Wizard
P.E.K.K.A Fireball Guards
Fireball Magic Archer
Guards Electro Wizard Zap Fireball Freeze P.E.K.K.A Magic Archer
Zap Fireball Freeze P.E.K.K.A Electro Wizard Magic Archer
Zap Fireball 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.)

Fireball Magic Archer Guards Freeze
Fireball Zap Electro Wizard Magic Archer
Fireball Magic Archer
Fireball Guards Freeze
Fireball Zap Magic Archer
Fireball Zap Freeze Magic Archer
Magic Archer
Fireball Zap Freeze Magic Archer
Fireball Zap
Fireball Guards Electro Wizard
Zap Fireball Electro Wizard Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Freeze Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball Freeze
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Freeze Fireball Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Zap Fireball Electro Wizard Magic Archer
Zap Electro Wizard Fireball Guards Freeze
Fireball
Zap Fireball Magic Archer
Zap Fireball Freeze Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Electro Wizard Fireball Guards Freeze Magic Archer
Fireball Zap Electro Wizard Magic Archer
Freeze
Fireball
Fireball Electro Wizard Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Guards Freeze Electro Wizard Magic Archer
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Freeze Electro Wizard Magic Archer
P.E.K.K.A
Fireball

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