My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Electro Dragon

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 Wizard Electro Dragon P.E.K.K.A Lumberjack

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

Punishments

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

Hog Rider Lumberjack

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 Lumberjack

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 Dragon Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon

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 Knight 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.

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.

Mirror Arrows Knight Hog Rider Lumberjack Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

10 Mirror Arrows Knight Hog Rider

Attack Synergies 4 13

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.

Arrows
Hog Rider Mirror P.E.K.K.A Knight Lumberjack
Knight
Hog Rider Arrows Wizard Electro Dragon Lumberjack
Hog Rider
Arrows Knight Wizard Mirror Lumberjack
Wizard
Knight Hog Rider P.E.K.K.A Lumberjack
Mirror
Arrows Hog Rider Lumberjack
Electro Dragon
Knight P.E.K.K.A
P.E.K.K.A
Arrows Wizard Electro Dragon Lumberjack
Lumberjack
Arrows Knight Hog Rider Wizard Mirror P.E.K.K.A

Defense Synergies 2 10

Arrows
Mirror Knight P.E.K.K.A Lumberjack
Knight
Electro Dragon Arrows Wizard Lumberjack
Hog Rider
Wizard
Knight P.E.K.K.A Lumberjack
Mirror
Arrows Electro Dragon Lumberjack
Electro Dragon
Knight Mirror Lumberjack
P.E.K.K.A
Arrows Wizard
Lumberjack
Arrows Knight Wizard Mirror Electro Dragon

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.

Knight Wizard Electro Dragon
P.E.K.K.A Lumberjack Knight Electro Dragon
P.E.K.K.A Lumberjack Knight Electro Dragon
P.E.K.K.A Lumberjack Knight Electro Dragon
Arrows P.E.K.K.A Lumberjack
Arrows Electro Dragon Lumberjack
Arrows Wizard Electro Dragon
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Lumberjack
Knight Lumberjack
Arrows Knight Wizard Electro Dragon Lumberjack
Arrows Wizard Electro Dragon
P.E.K.K.A Lumberjack Knight Wizard Electro Dragon
Wizard Arrows Electro Dragon P.E.K.K.A Lumberjack
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Lumberjack
Wizard Arrows Knight Electro Dragon P.E.K.K.A Lumberjack
Arrows Knight Wizard Electro Dragon Lumberjack
Arrows Wizard Knight Electro Dragon Lumberjack
P.E.K.K.A Lumberjack
Wizard Arrows Knight Electro Dragon P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack P.E.K.K.A
Arrows Knight Wizard Electro Dragon Lumberjack
P.E.K.K.A Lumberjack Knight Electro Dragon
P.E.K.K.A Lumberjack Knight
P.E.K.K.A Knight Lumberjack
Arrows Wizard Electro Dragon
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Knight Lumberjack
Electro Dragon P.E.K.K.A Knight
P.E.K.K.A
P.E.K.K.A Knight Electro Dragon Lumberjack
P.E.K.K.A Arrows
P.E.K.K.A Knight Wizard Lumberjack
Wizard Electro Dragon
Electro Dragon Knight P.E.K.K.A Lumberjack
Arrows Wizard Electro Dragon P.E.K.K.A
Arrows

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 Knight Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Knight
Wizard Arrows
Arrows Wizard Electro Dragon
Arrows Wizard
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Electro Dragon Lumberjack
Arrows Knight Wizard Electro Dragon
Arrows Wizard Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard
Arrows Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Electro Dragon Wizard
Arrows Wizard Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows Wizard
Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Knight Wizard Electro Dragon Lumberjack
Arrows Wizard Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon
Electro Dragon
Electro Dragon
P.E.K.K.A
Wizard Electro Dragon

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