My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Wizard 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.

Wizard P.E.K.K.A Electro Wizard Golden Knight

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

Punishments

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

Goblin Gang Hog Rider Golden Knight

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.

Goblin Gang 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.

Hog Rider Electro Wizard Golden Knight

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
Goblin Gang Hog Rider Skeleton Army
Giant Snowball
Goblin Gang Hog Rider Skeleton Army
Zap
Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Wizard Skeleton Army Electro Wizard
The Log
Goblin Gang Hog Rider Skeleton Army
Earthquake
Goblin Gang Hog Rider Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Hog Rider Wizard Skeleton Army P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Goblin Gang Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Skeleton Army 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.

Skeleton Army

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.

Goblin Gang Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Skeleton Army Hog Rider Electro Wizard Golden Knight Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Goblin Gang Skeleton Army Hog Rider

Attack Synergies 5 5

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
Hog Rider P.E.K.K.A Electro Wizard
Goblin Gang
Hog Rider P.E.K.K.A
Hog Rider
Zap Goblin Gang Wizard Electro Wizard Golden Knight
Wizard
Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Electro Wizard Goblin Gang Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider
Golden Knight
Hog Rider

Defense Synergies 1 13

Zap
Electro Wizard Goblin Gang Skeleton Army P.E.K.K.A Golden Knight
Goblin Gang
Zap Skeleton Army P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Skeleton Army P.E.K.K.A Electro Wizard Golden Knight
Skeleton Army
Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A
Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Goblin Gang Wizard Skeleton Army P.E.K.K.A
Golden Knight
Zap 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 Wizard Electro Wizard Golden Knight
Skeleton Army P.E.K.K.A Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Goblin Gang Electro Wizard
Skeleton Army P.E.K.K.A
Goblin Gang Skeleton Army Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Zap P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Electro Wizard
Goblin Gang Skeleton Army Electro Wizard Zap Wizard
Zap Goblin Gang Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Goblin Gang Wizard Electro Wizard
Wizard Skeleton Army Zap Goblin Gang P.E.K.K.A Electro Wizard Golden Knight
Skeleton Army P.E.K.K.A Goblin Gang Electro Wizard
Skeleton Army Zap Goblin Gang P.E.K.K.A Electro Wizard
Wizard Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
Zap Goblin Gang Wizard Skeleton Army Electro Wizard Golden Knight
Zap Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Skeleton Army P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Goblin Gang Skeleton Army P.E.K.K.A Zap Electro Wizard Golden Knight
Goblin Gang Skeleton Army P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Skeleton Army
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Skeleton Army
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Golden Knight
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Goblin Gang Wizard Golden Knight
Wizard Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Zap P.E.K.K.A Golden Knight
Zap Wizard P.E.K.K.A Electro Wizard Golden Knight
Zap 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.)

Golden Knight
Zap Electro Wizard Golden Knight
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard Golden Knight
Goblin Gang Electro Wizard
Zap Wizard Electro Wizard Golden Knight
Zap Wizard
Golden Knight
Zap
Zap Wizard Golden Knight
Wizard
Zap Wizard Electro Wizard
Zap Wizard Golden Knight
Wizard
Zap
Zap Wizard
Zap Wizard Electro Wizard Golden Knight
Zap Wizard Golden Knight
Zap Golden Knight
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Goblin Gang Skeleton Army
Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Goblin Gang Electro Wizard Golden Knight
Zap Electro Wizard
Zap Electro Wizard Golden Knight
P.E.K.K.A
Wizard

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