My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions 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 Giant Skeleton

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.

Mini P.E.K.K.A 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.

Electro Spirit Mini P.E.K.K.A Hog Rider Giant Skeleton

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 Mini P.E.K.K.A Hog Rider Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Mini P.E.K.K.A Skeleton Army Giant Skeleton

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.

Minions 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 Zap Minions Skeleton Army Mini P.E.K.K.A Hog Rider Wizard Giant Skeleton

Shortest cycle

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

9 Electro Spirit Zap Minions Skeleton Army

Attack Synergies 2 14

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
Zap Hog Rider Giant Skeleton
Zap
Hog Rider Electro Spirit Minions Mini P.E.K.K.A Giant Skeleton
Minions
Hog Rider Zap Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Zap Minions Hog Rider Wizard Giant Skeleton
Hog Rider
Zap Minions Electro Spirit Mini P.E.K.K.A Wizard Giant Skeleton
Wizard
Mini P.E.K.K.A Hog Rider Giant Skeleton
Skeleton Army
Giant Skeleton
Electro Spirit Zap Minions Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 1 10

Electro Spirit
Zap
Zap
Mini P.E.K.K.A Electro Spirit Minions Skeleton Army Giant Skeleton
Minions
Zap Giant Skeleton
Mini P.E.K.K.A
Zap Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Giant Skeleton
Skeleton Army
Zap Mini P.E.K.K.A Wizard Giant Skeleton
Giant Skeleton
Zap Minions Wizard Skeleton Army

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 Minions Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions
Mini P.E.K.K.A Skeleton Army Minions Giant Skeleton
Mini P.E.K.K.A Skeleton Army Minions
Mini P.E.K.K.A Skeleton Army Giant Skeleton
Skeleton Army Electro Spirit Zap Minions
Minions Electro Spirit Zap Wizard
Electro Spirit Zap Giant Skeleton
Mini P.E.K.K.A Minions Skeleton Army
Skeleton Army Mini P.E.K.K.A Giant Skeleton
Minions Skeleton Army Electro Spirit Zap Wizard Giant Skeleton
Minions Zap Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Wizard Giant Skeleton
Wizard Skeleton Army Electro Spirit Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Wizard Minions Mini P.E.K.K.A Skeleton Army
Electro Spirit Zap Minions Wizard Skeleton Army
Zap Wizard Electro Spirit Minions Giant Skeleton
Mini P.E.K.K.A
Wizard Skeleton Army Electro Spirit Minions Mini P.E.K.K.A Giant Skeleton
Mini 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.

Mini P.E.K.K.A Skeleton Army Zap Giant Skeleton
Zap Mini P.E.K.K.A Wizard
Skeleton Army Giant Skeleton Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Giant Skeleton Zap
Giant Skeleton Mini P.E.K.K.A Skeleton Army
Wizard Electro Spirit Zap Minions
Mini P.E.K.K.A Skeleton Army Minions Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Skeleton Army
Zap Giant Skeleton Electro Spirit Minions Mini P.E.K.K.A Skeleton Army
Skeleton Army
Minions Mini P.E.K.K.A Giant Skeleton
Skeleton Army Zap Giant Skeleton
Mini P.E.K.K.A Skeleton Army Giant Skeleton Wizard
Wizard Skeleton Army
Skeleton Army Electro Spirit Zap Minions Mini P.E.K.K.A Giant Skeleton
Minions Electro Spirit Zap Mini P.E.K.K.A Wizard Giant Skeleton
Electro Spirit Zap

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.)

Giant Skeleton
Zap
Giant Skeleton
Giant Skeleton
Wizard Zap
Wizard Electro Spirit Zap Minions
Wizard
Zap Wizard
Zap Wizard
Minions Mini P.E.K.K.A
Zap Wizard
Zap Wizard
Minions
Zap
Zap Wizard
Wizard
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard
Zap Wizard
Minions Giant Skeleton
Wizard
Zap
Zap Electro Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Electro Spirit Minions Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Electro Spirit
Giant Skeleton
Wizard
Zap Electro Spirit Minions Skeleton Army
Zap Wizard
Mini P.E.K.K.A Wizard
Zap Wizard
Zap Giant Skeleton
Zap Electro Spirit Minions Giant Skeleton
Zap
Zap Giant Skeleton
Wizard

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