My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Archers 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.

Archers P.E.K.K.A Electro Wizard 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 The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit 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.

Fire Spirit 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.

Fire Spirit The Log Archers Arrows Hog Rider Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Archers Arrows

Attack Synergies 6 12

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.

Fire Spirit
Hog Rider P.E.K.K.A Lumberjack
Archers
Arrows Hog Rider P.E.K.K.A Lumberjack
Arrows
Hog Rider P.E.K.K.A Archers Lumberjack
Hog Rider
Fire Spirit Arrows The Log Archers Electro Wizard Lumberjack
P.E.K.K.A
Fire Spirit Arrows Electro Wizard Archers The Log Lumberjack
The Log
Hog Rider P.E.K.K.A Lumberjack
Electro Wizard
P.E.K.K.A Hog Rider Lumberjack
Lumberjack
Fire Spirit Archers Arrows Hog Rider P.E.K.K.A The Log Electro Wizard

Defense Synergies 1 13

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Archers
P.E.K.K.A The Log Electro Wizard Lumberjack
Arrows
P.E.K.K.A Lumberjack
Hog Rider
P.E.K.K.A
The Log Fire Spirit Archers Arrows Electro Wizard
The Log
P.E.K.K.A Fire Spirit Archers Electro Wizard Lumberjack
Electro Wizard
Fire Spirit Archers P.E.K.K.A The Log Lumberjack
Lumberjack
Archers Arrows The Log 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.

The Log Electro Wizard
P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Lumberjack Fire Spirit Archers Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
Arrows P.E.K.K.A The Log Lumberjack
Arrows The Log Fire Spirit Archers Electro Wizard Lumberjack
Electro Wizard Fire Spirit Archers Arrows
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Lumberjack
Fire Spirit Archers Electro Wizard Lumberjack
Archers Electro Wizard Arrows The Log Lumberjack
Arrows Archers Electro Wizard
P.E.K.K.A Lumberjack Fire Spirit The Log Electro Wizard
Fire Spirit Arrows P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A The Log Electro Wizard Lumberjack
Arrows P.E.K.K.A Electro Wizard Lumberjack
Fire Spirit Arrows Archers The Log Electro Wizard Lumberjack
Arrows The Log Fire Spirit Archers Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Fire Spirit Archers Arrows P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Archers P.E.K.K.A Electro Wizard
Electro Wizard Archers Arrows The Log Lumberjack
P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Lumberjack
Fire Spirit Arrows Archers Electro Wizard
P.E.K.K.A Archers Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard The Log
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Lumberjack
Archers
Electro Wizard Archers P.E.K.K.A The Log Lumberjack
Arrows Archers 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Fire Spirit Arrows The Log
Arrows Fire Spirit
Fire Spirit Archers Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log
Fire Spirit Electro Wizard Lumberjack
Arrows The Log Electro Wizard
Fire Spirit Archers Arrows
Fire Spirit The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Fire Spirit Archers Arrows The Log Electro Wizard
Fire Spirit Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Fire Spirit Archers Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Fire Spirit Archers
Fire Spirit Archers Arrows Electro Wizard
Arrows The Log
Electro Wizard Lumberjack
Arrows The Log
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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