My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Baby Dragon

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.

Giant Wizard Baby Dragon 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 Giant

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 Giant

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.

Fire Spirit Hog Rider Giant Baby Dragon 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard Baby Dragon

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.

Fire Spirit Guards Baby Dragon 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Guards Fireball Hog Rider Baby Dragon Giant Wizard P.E.K.K.A

Shortest cycle

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

12 Fire Spirit Guards Fireball Hog Rider

Attack Synergies 3 13

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.

Fire Spirit
Hog Rider P.E.K.K.A Giant Baby Dragon
Fireball
Hog Rider Giant Baby Dragon
Hog Rider
Fire Spirit Fireball Giant Wizard Guards Baby Dragon
Giant
Fire Spirit Fireball Hog Rider Wizard Guards Baby Dragon
Wizard
Hog Rider Giant P.E.K.K.A
Guards
Hog Rider Giant
Baby Dragon
Fire Spirit Fireball Hog Rider Giant P.E.K.K.A
P.E.K.K.A
Fire Spirit Wizard Baby Dragon

Defense Synergies 0 5

Fire Spirit
P.E.K.K.A
Fireball
Hog Rider
Giant
Wizard
Guards P.E.K.K.A
Guards
Wizard Baby Dragon
Baby Dragon
Guards P.E.K.K.A
P.E.K.K.A
Fire Spirit Wizard Baby Dragon

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 Baby Dragon
P.E.K.K.A
P.E.K.K.A Fire Spirit
P.E.K.K.A Guards
Fireball P.E.K.K.A
Fireball Fire Spirit Guards Baby Dragon
Fire Spirit Fireball Wizard Baby Dragon
Fireball Baby Dragon P.E.K.K.A
P.E.K.K.A
Guards Fire Spirit
Guards Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
P.E.K.K.A Fire Spirit Fireball Wizard Guards
Fire Spirit Fireball Wizard Guards Baby Dragon P.E.K.K.A
P.E.K.K.A
Fireball P.E.K.K.A
Wizard Fireball P.E.K.K.A
Fire Spirit Fireball Wizard Guards Baby Dragon
Wizard Baby Dragon Fire Spirit Fireball Guards
P.E.K.K.A
Wizard Fire Spirit Fireball Guards Baby Dragon P.E.K.K.A
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 Baby Dragon
Guards P.E.K.K.A
Guards P.E.K.K.A Fireball
P.E.K.K.A Guards
Fire Spirit Fireball Wizard Baby Dragon
Guards P.E.K.K.A Fireball
P.E.K.K.A
P.E.K.K.A Fireball Baby Dragon
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Fireball Guards
P.E.K.K.A Fireball Wizard Guards
Wizard Fireball Baby Dragon
Guards Fireball Baby Dragon P.E.K.K.A
Fireball Wizard Baby Dragon 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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Guards
Fireball Wizard Fire Spirit Baby Dragon
Fireball Wizard Fire Spirit Baby Dragon
Fire Spirit Wizard Baby Dragon
Fireball Fire Spirit Wizard Baby Dragon
Fireball Wizard
Fire Spirit Fireball Guards
Fireball Wizard
Fireball Fire Spirit Wizard Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Fire Spirit Fireball Wizard Baby Dragon
Fire Spirit Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard
Fireball Baby Dragon
Fire Spirit Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fire Spirit Fireball Wizard Baby Dragon
Fireball Wizard Guards
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Fire Spirit Fireball Guards
Fireball Fire Spirit Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
P.E.K.K.A
Fireball Guards Baby Dragon
Fireball
Fireball Baby Dragon
P.E.K.K.A
Fireball Wizard

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