My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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!

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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Bats 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Cannon Guards Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Cannon

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 Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Bats Guards The Log
Cannon
Hog Rider
Bats Zap The Log Guards Electro Wizard
Guards
Zap Hog Rider The Log
P.E.K.K.A
Zap Electro Wizard Bats The Log
The Log
Hog Rider Zap Guards P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 4 14

Bats
Zap Cannon P.E.K.K.A The Log Electro Wizard
Zap
Cannon Electro Wizard Bats Guards P.E.K.K.A The Log
Cannon
Zap The Log Bats Guards Electro Wizard
Hog Rider
Guards
Zap Cannon The Log Electro Wizard
P.E.K.K.A
The Log Bats Zap Electro Wizard
The Log
Cannon P.E.K.K.A Bats Zap Guards Electro Wizard
Electro Wizard
Zap Bats Cannon Guards 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.

Zap Cannon The Log Electro Wizard
P.E.K.K.A Bats Zap Cannon The Log Electro Wizard
Cannon P.E.K.K.A Bats Electro Wizard
Cannon P.E.K.K.A Bats Guards Electro Wizard
P.E.K.K.A The Log
The Log Bats Zap Cannon Guards Electro Wizard
Bats Electro Wizard Zap Cannon
Zap Cannon P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A
Guards Cannon Electro Wizard
Bats Guards Electro Wizard Zap Cannon The Log
Bats Zap Electro Wizard
Cannon P.E.K.K.A Bats Zap Guards The Log Electro Wizard
Bats Zap Cannon Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Zap Cannon P.E.K.K.A The Log Electro Wizard
Bats Cannon P.E.K.K.A Electro Wizard
Cannon Bats Zap Guards The Log Electro Wizard
Zap The Log Bats Cannon Guards Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Bats Cannon Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Guards

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log
Guards P.E.K.K.A Bats Zap The Log Electro Wizard
Guards P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A Cannon Guards
Bats Zap Electro Wizard
Guards P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats The Log
P.E.K.K.A Cannon Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Zap Guards The Log Electro Wizard
P.E.K.K.A Cannon Guards
Cannon
Guards Electro Wizard Bats Zap P.E.K.K.A The Log
Bats Zap Cannon P.E.K.K.A The Log Electro Wizard
Zap Cannon 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards The Log
Zap The Log
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Guards Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log
Bats
Zap The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats Guards
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Bats Guards
Zap Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Bats Guards The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard
P.E.K.K.A

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