My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Firecracker Wizard 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.

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.

Knight 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.

Firecracker 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
Hog Rider
Giant Snowball
Hog Rider
Zap
Firecracker Inferno Tower
Barbarian Barrel
Knight Firecracker Inferno Tower Wizard Electro Wizard
The Log
Firecracker Hog Rider
Earthquake
Firecracker Hog Rider Inferno Tower
Arrows
Firecracker
Royal Delivery
Knight Firecracker Hog Rider Wizard P.E.K.K.A Electro Wizard
Fireball
Firecracker Hog Rider Inferno Tower Wizard Electro Wizard
Poison
Firecracker Inferno Tower Wizard Electro Wizard
Lightning
Knight Inferno Tower Wizard Electro Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

Knight Inferno Tower 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.

Wizard 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.

The Log Knight Firecracker Hog Rider Electro Wizard Inferno Tower Wizard P.E.K.K.A

Shortest cycle

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

12 The Log Knight Firecracker Hog Rider

Attack Synergies 5 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.

Knight
Firecracker Hog Rider Wizard The Log Electro Wizard
Firecracker
Knight Hog Rider P.E.K.K.A
Hog Rider
Knight Firecracker The Log Wizard Electro Wizard
Inferno Tower
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Electro Wizard Firecracker Wizard The Log
The Log
Hog Rider Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 7 10

Knight
Firecracker Inferno Tower Electro Wizard Wizard The Log
Firecracker
Knight The Log Inferno Tower P.E.K.K.A Electro Wizard
Hog Rider
Inferno Tower
Knight The Log Electro Wizard Firecracker
Wizard
Knight P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Firecracker Wizard Electro Wizard
The Log
Firecracker Inferno Tower P.E.K.K.A Knight Wizard Electro Wizard
Electro Wizard
Knight Inferno Tower Firecracker Wizard 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.

Knight Firecracker Inferno Tower Wizard The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Firecracker The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Electro Wizard
Inferno Tower P.E.K.K.A Knight Firecracker Electro Wizard
Firecracker P.E.K.K.A The Log
The Log Firecracker Electro Wizard
Inferno Tower Electro Wizard Firecracker Wizard
Inferno Tower P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A
Knight Firecracker Inferno Tower Electro Wizard
Electro Wizard Knight Firecracker Wizard The Log
Inferno Tower Firecracker Wizard Electro Wizard
Inferno Tower P.E.K.K.A Knight Wizard The Log Electro Wizard
Wizard Firecracker P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Electro Wizard
Inferno Tower P.E.K.K.A The Log Electro Wizard
Wizard Knight Firecracker Inferno Tower P.E.K.K.A Electro Wizard
Knight Firecracker Wizard The Log Electro Wizard
Wizard The Log Knight Firecracker Electro Wizard
P.E.K.K.A Inferno Tower Electro Wizard
Wizard Knight Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Knight Firecracker Wizard The Log
P.E.K.K.A Knight Inferno Tower The Log Electro Wizard
P.E.K.K.A Knight Inferno Tower The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight
Firecracker Wizard Electro Wizard
P.E.K.K.A Knight Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Firecracker Inferno Tower The Log
Inferno Tower P.E.K.K.A
P.E.K.K.A Knight Inferno Tower
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Inferno Tower Wizard
Wizard Firecracker
Inferno Tower Electro Wizard Knight Firecracker P.E.K.K.A The Log
Firecracker Inferno Tower Wizard P.E.K.K.A The Log Electro Wizard
Inferno Tower 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.)

Knight Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Knight Firecracker The Log
Wizard Firecracker The Log
Firecracker Wizard
Firecracker Wizard The Log
The Log Firecracker Wizard
The Log Firecracker Wizard
Electro Wizard
Firecracker Knight Wizard The Log Electro Wizard
Firecracker Wizard
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Electro Wizard
Firecracker Wizard The Log
The Log
Wizard
The Log
The Log
Firecracker The Log Wizard
Firecracker The Log Wizard Electro Wizard
Wizard The Log
Firecracker The Log
Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Wizard The Log
Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard The Log
Electro Wizard
Firecracker Wizard Electro Wizard
The Log
Knight Firecracker Wizard Electro Wizard
The Log Firecracker Wizard
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
P.E.K.K.A
Firecracker Wizard

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