My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Bats 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.

Bats Wizard P.E.K.K.A

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.

Fireball

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Fire Spirit 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.

Electro Spirit Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Fireball 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.

Electro Spirit Fire Spirit Bats Guards 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.

Fireball

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 Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Bats Guards Fireball Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Fire Spirit Bats Guards

Attack Synergies 4 7

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.

Electro Spirit
Fireball Hog Rider P.E.K.K.A
Fire Spirit
Hog Rider P.E.K.K.A
Bats
Hog Rider P.E.K.K.A
Fireball
Hog Rider Electro Spirit
Hog Rider
Fire Spirit Bats Fireball Electro Spirit Wizard Guards
Wizard
Hog Rider P.E.K.K.A
Guards
Hog Rider
P.E.K.K.A
Fire Spirit Electro Spirit Bats Wizard

Defense Synergies 0 4

Electro Spirit
Fire Spirit
P.E.K.K.A
Bats
P.E.K.K.A
Fireball
Hog Rider
Wizard
Guards P.E.K.K.A
Guards
Wizard
P.E.K.K.A
Fire Spirit Bats 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.

Fireball Wizard
P.E.K.K.A Bats
P.E.K.K.A Fire Spirit Bats
P.E.K.K.A Bats Guards
Fireball P.E.K.K.A
Fireball Electro Spirit Fire Spirit Bats Guards
Bats Electro Spirit Fire Spirit Fireball Wizard
Electro Spirit Fireball P.E.K.K.A
P.E.K.K.A
Guards Fire Spirit
Bats Guards Electro Spirit Fireball Wizard
Bats Fireball Wizard
P.E.K.K.A Fire Spirit Bats Fireball Wizard Guards
Fire Spirit Fireball Wizard Electro Spirit Bats Guards P.E.K.K.A
P.E.K.K.A
Fireball P.E.K.K.A
Wizard Bats Fireball P.E.K.K.A
Fire Spirit Fireball Electro Spirit Bats Wizard Guards
Wizard Electro Spirit Fire Spirit Bats Fireball Guards
P.E.K.K.A
Wizard Electro Spirit Fire Spirit Bats Fireball Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Fireball P.E.K.K.A
Fireball Wizard
Guards P.E.K.K.A Bats
Guards P.E.K.K.A Bats Fireball
P.E.K.K.A Guards
Fire Spirit Fireball Wizard Electro Spirit Bats
Guards P.E.K.K.A Bats Fireball
P.E.K.K.A
P.E.K.K.A Electro Spirit Bats Fireball
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Fireball Guards
P.E.K.K.A Fireball Wizard Guards
Wizard Fireball
Guards Electro Spirit Bats Fireball P.E.K.K.A
Bats Electro Spirit Fireball Wizard P.E.K.K.A
Fireball

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.)

Fireball Guards
Fireball
Fireball
Fireball Guards
Fireball Wizard Fire Spirit
Fireball Wizard Electro Spirit Fire Spirit Bats
Fire Spirit Wizard
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Bats Fireball Guards
Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats
Fire Spirit Fireball Wizard
Fire Spirit Fireball Wizard
Fireball
Fireball Wizard
Fireball
Electro Spirit Fire Spirit Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Bats Fireball Wizard
Electro Spirit Bats Fireball Wizard Guards
Fireball
Fireball Wizard
Electro Spirit Fireball
P.E.K.K.A
Fireball Wizard
Electro Spirit Fire Spirit Bats Fireball Guards
Fireball Fire Spirit Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Electro Spirit Bats Fireball Guards
Bats Fireball
Fireball

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