My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats 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.

Bats 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.

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

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

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log 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.

Bats Arrows Guards 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.

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.

Bats The Log Arrows Guards Hog Rider Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Guards

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.

Bats
Hog Rider P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A
Hog Rider
Bats Arrows The Log Guards Electro Wizard Magic Archer
Guards
Hog Rider The Log
P.E.K.K.A
Arrows Electro Wizard Magic Archer Bats The Log
The Log
Hog Rider Guards P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Hog Rider Magic Archer
Magic Archer
P.E.K.K.A Hog Rider The Log Electro Wizard

Defense Synergies 1 11

Bats
P.E.K.K.A The Log Electro Wizard
Arrows
P.E.K.K.A
Hog Rider
Guards
The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Bats Arrows Electro Wizard
The Log
P.E.K.K.A Bats Guards Electro Wizard Magic Archer
Electro Wizard
Bats Guards P.E.K.K.A The Log Magic Archer
Magic Archer
Guards 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 Magic Archer
P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Guards Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Bats Guards Electro Wizard Magic Archer
Bats Electro Wizard Arrows Magic Archer
Arrows P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A
Guards Electro Wizard
Bats Guards Electro Wizard Arrows The Log Magic Archer
Arrows Bats Electro Wizard Magic Archer
P.E.K.K.A Bats Guards The Log Electro Wizard
Bats Arrows Guards P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Bats Arrows P.E.K.K.A Electro Wizard
Arrows Bats Guards The Log Electro Wizard Magic Archer
Arrows The Log Bats Guards Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Bats Arrows Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

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 The Log Magic Archer
Guards P.E.K.K.A Bats The Log Electro Wizard
Guards P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Guards
Arrows Bats Electro Wizard Magic Archer
Guards P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats The Log Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Arrows Guards The Log Electro Wizard
P.E.K.K.A Guards
Magic Archer
Guards Electro Wizard Bats P.E.K.K.A The Log Magic Archer
Bats Arrows P.E.K.K.A The Log Electro Wizard Magic Archer
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.)

Magic Archer Arrows Guards The Log
Arrows The Log Electro Wizard Magic Archer
Arrows The Log Magic Archer
Arrows Guards The Log
Arrows The Log Magic Archer
Arrows Bats Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Bats Guards Electro Wizard
Arrows The Log Electro Wizard Magic Archer
Arrows Magic Archer
The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Magic Archer Arrows The Log
Arrows
Bats
Arrows The Log Electro Wizard Magic Archer
Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Magic Archer
Arrows The Log Electro Wizard Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Bats Arrows Electro Wizard Magic Archer
Electro Wizard Bats Guards
Arrows The Log Magic Archer
Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows The Log Magic Archer
Electro Wizard Bats Guards Magic Archer
Arrows Electro Wizard Magic Archer
Arrows The Log
Electro Wizard Magic Archer
Arrows The Log Magic Archer
Arrows
P.E.K.K.A
Bats Guards The Log Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer
P.E.K.K.A

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