My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

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.

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.

Tornado Poison 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.

Poison

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

Tornado Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Poison 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.

Guards Tornado Poison 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.

The Log Guards Tornado Hog Rider Poison Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 The Log Guards Tornado Hog Rider

Attack Synergies 6 12

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.

Hog Rider
The Log Guards Tornado Poison Electro Wizard Magic Archer
Guards
Hog Rider The Log
Tornado
P.E.K.K.A Magic Archer Hog Rider Poison The Log
Poison
P.E.K.K.A Hog Rider Tornado The Log
P.E.K.K.A
Tornado Poison Electro Wizard Magic Archer The Log
The Log
Hog Rider Guards Tornado Poison P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Hog Rider Magic Archer
Magic Archer
Tornado P.E.K.K.A Hog Rider The Log Electro Wizard

Defense Synergies 3 13

Hog Rider
Guards
Poison The Log Electro Wizard Magic Archer
Tornado
P.E.K.K.A Magic Archer Poison The Log Electro Wizard
Poison
Guards Tornado The Log Electro Wizard
P.E.K.K.A
Tornado The Log Electro Wizard
The Log
P.E.K.K.A Guards Tornado Poison Electro Wizard Magic Archer
Electro Wizard
Guards Tornado Poison P.E.K.K.A The Log Magic Archer
Magic Archer
Tornado 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 The Log Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Tornado Poison P.E.K.K.A The Log
Tornado The Log Guards Electro Wizard Magic Archer
Tornado Electro Wizard Poison Magic Archer
Poison P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Tornado
Guards Tornado Electro Wizard
Guards Poison Electro Wizard Tornado The Log Magic Archer
Tornado Poison Electro Wizard Magic Archer
P.E.K.K.A Guards The Log Electro Wizard
Guards Tornado Poison P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A The Log Electro Wizard
Tornado Poison P.E.K.K.A Electro Wizard
Guards Tornado The Log Electro Wizard Magic Archer
Tornado Poison The Log Guards Electro Wizard Magic Archer
P.E.K.K.A Tornado Electro Wizard
Guards Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Guards

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
Poison Electro Wizard The Log Magic Archer
Guards P.E.K.K.A The Log Electro Wizard
Guards P.E.K.K.A Tornado The Log Electro Wizard
P.E.K.K.A Guards
Poison Tornado Electro Wizard Magic Archer
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado Poison The Log Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Guards Tornado Poison The Log Electro Wizard
P.E.K.K.A Guards
Magic Archer
Guards Electro Wizard Tornado Poison P.E.K.K.A The Log Magic Archer
Poison P.E.K.K.A The Log Electro Wizard Magic Archer
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.)

Poison Magic Archer Guards The Log
Poison Tornado The Log Electro Wizard Magic Archer
Poison The Log Magic Archer
Guards Poison The Log
Poison The Log Magic Archer
Poison Tornado Magic Archer
Tornado Poison The Log Magic Archer
Poison The Log Tornado Magic Archer
Poison The Log Tornado
Guards Tornado Poison Electro Wizard
Poison Tornado The Log Electro Wizard Magic Archer
Poison Tornado Magic Archer
Poison The Log Magic Archer
Poison Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Magic Archer Poison The Log
Tornado Poison
Poison The Log Electro Wizard Magic Archer
Tornado Poison The Log Magic Archer
Poison The Log Magic Archer
Tornado Poison
Tornado The Log
Poison The Log
Tornado Poison The Log Magic Archer
Poison The Log Tornado Electro Wizard Magic Archer
Tornado Poison The Log Magic Archer
Poison Tornado The Log Magic Archer
Poison Tornado Electro Wizard Magic Archer
Electro Wizard Guards Poison
Poison The Log Magic Archer
Poison Electro Wizard Magic Archer
P.E.K.K.A
Poison The Log Magic Archer
Electro Wizard Guards Magic Archer
Poison Tornado Electro Wizard Magic Archer
The Log
Poison Electro Wizard Magic Archer
The Log Poison Magic Archer
Tornado Poison
P.E.K.K.A
Guards Tornado Poison The Log Electro Wizard Magic Archer
Tornado Poison Electro Wizard Magic Archer
Poison Tornado The Log Electro Wizard Magic Archer
P.E.K.K.A
Poison

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