My Best Clash Royale Deck

Deck Check Rating

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

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.

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

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 Tornado The Log

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.

Missing

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

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

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
Wizard Guards Electro Wizard
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Hog Rider Wizard Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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 Guards Tornado 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 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.

The Log Arrows Guards Tornado Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Guards Tornado

Attack Synergies 6 8

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 P.E.K.K.A
Hog Rider
Arrows The Log Wizard Guards Tornado Electro Wizard
Wizard
Tornado Hog Rider P.E.K.K.A
Guards
Hog Rider The Log
Tornado
Wizard P.E.K.K.A Hog Rider The Log
P.E.K.K.A
Arrows Tornado Electro Wizard Wizard The Log
The Log
Hog Rider Guards Tornado P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider

Defense Synergies 3 12

Arrows
Tornado P.E.K.K.A
Hog Rider
Wizard
Tornado Guards P.E.K.K.A The Log Electro Wizard
Guards
Wizard The Log Electro Wizard
Tornado
Wizard P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A
Tornado The Log Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Wizard Guards Tornado Electro Wizard
Electro Wizard
Wizard Guards Tornado 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.

Wizard The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Arrows Tornado P.E.K.K.A The Log
Arrows Tornado The Log Guards Electro Wizard
Tornado Electro Wizard Arrows Wizard
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Electro Wizard
Guards Electro Wizard Arrows Wizard Tornado The Log
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Wizard Guards The Log Electro Wizard
Wizard Arrows Guards Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A The Log Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Electro Wizard
Arrows Wizard Guards Tornado The Log Electro Wizard
Arrows Wizard Tornado The Log Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Guards 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.

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard The Log
Guards P.E.K.K.A The Log Electro Wizard
Guards P.E.K.K.A Tornado The Log Electro Wizard
P.E.K.K.A Guards
Arrows Wizard Tornado Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado The Log
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado The Log Electro Wizard
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Wizard Tornado P.E.K.K.A The Log
Arrows Wizard 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 Guards The Log
Arrows Tornado The Log Electro Wizard
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log
Arrows Wizard Tornado
Arrows Wizard Tornado The Log
Arrows The Log Wizard Tornado
Arrows The Log Wizard Tornado
Guards Tornado Electro Wizard
Arrows Wizard Tornado The Log Electro Wizard
Arrows Wizard Tornado
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows Tornado
Arrows Wizard The Log Electro Wizard
Arrows Wizard Tornado The Log
The Log
Arrows Wizard Tornado
Tornado The Log
Arrows The Log
Arrows Tornado The Log Wizard
Arrows The Log Wizard Tornado Electro Wizard
Arrows Wizard Tornado The Log
Arrows Tornado The Log
Arrows Wizard Tornado Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard The Log
Electro Wizard Guards
Arrows Wizard Tornado Electro Wizard
Arrows The Log
Wizard Electro Wizard
Arrows The Log Wizard
Arrows Tornado
P.E.K.K.A
Guards Tornado The Log Electro Wizard
Tornado Electro Wizard
Tornado The Log Electro Wizard
P.E.K.K.A
Wizard

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