My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

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

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.

Skeletons Bomber Bowler 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.

Zap 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.

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.

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
Skeletons Bomber Hog Rider
Giant Snowball
Skeletons Bomber Hog Rider
Zap
Skeletons Bomber
Barbarian Barrel
Skeletons Bomber Electro Wizard
The Log
Skeletons Bomber Hog Rider
Earthquake
Skeletons Bomber Hog Rider
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Hog Rider Bowler P.E.K.K.A Electro Wizard
Fireball
Bomber Hog Rider Bowler Electro Wizard
Poison
Bomber Electro Wizard
Lightning
Bowler Electro Wizard
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Bowler 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.

Bowler 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Zap The Log Hog Rider Electro Wizard Bowler P.E.K.K.A

Shortest cycle

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

7 Skeletons Bomber Zap The Log

Attack Synergies 5 10

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.

Skeletons
Bomber
Zap Hog Rider P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Bomber Bowler The Log
Hog Rider
Zap The Log Bomber Bowler Electro Wizard
Bowler
Zap Hog Rider The Log Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bomber The Log
The Log
Hog Rider Zap Bowler P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider Bowler

Defense Synergies 3 16

Skeletons
Bomber Zap Bowler P.E.K.K.A The Log Electro Wizard
Bomber
Skeletons Zap P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Skeletons Bomber Bowler P.E.K.K.A The Log
Hog Rider
Bowler
The Log Skeletons Zap Electro Wizard
P.E.K.K.A
The Log Skeletons Bomber Zap Electro Wizard
The Log
Bowler P.E.K.K.A Skeletons Bomber Zap Electro Wizard
Electro Wizard
Zap Skeletons Bomber Bowler 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.

Bowler Bomber Zap The Log Electro Wizard
P.E.K.K.A Skeletons Zap The Log Electro Wizard
Bowler P.E.K.K.A Skeletons Bomber Electro Wizard
P.E.K.K.A Skeletons Bowler Electro Wizard
Bomber Bowler P.E.K.K.A The Log
Bowler The Log Skeletons Bomber Zap Electro Wizard
Electro Wizard Zap
Bowler Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Bomber Bowler Electro Wizard
Electro Wizard Skeletons Bomber Zap Bowler The Log
Zap Electro Wizard
Bowler P.E.K.K.A Skeletons Bomber Zap The Log Electro Wizard
Bomber Bowler Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap Bowler P.E.K.K.A The Log Electro Wizard
Skeletons Bomber Bowler P.E.K.K.A Electro Wizard
Bomber Zap Bowler The Log Electro Wizard
Zap The Log Bomber Bowler Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Bowler 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.

Skeletons Zap Bowler P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Bowler The Log
P.E.K.K.A Skeletons Zap Bowler The Log Electro Wizard
Bowler P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons Bowler
Skeletons Zap Electro Wizard
P.E.K.K.A Skeletons Bowler Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons The Log
P.E.K.K.A Skeletons
P.E.K.K.A Bowler
P.E.K.K.A Zap Bowler The Log Electro Wizard
Bowler P.E.K.K.A Skeletons
Bomber Bowler
Electro Wizard Skeletons Bomber Zap Bowler P.E.K.K.A The Log
Bowler Bomber Zap P.E.K.K.A The Log Electro Wizard
Bomber Zap 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.)

The Log
Zap Bowler The Log Electro Wizard
The Log
The Log
Bomber Zap Bowler The Log
Zap
Bomber Bowler The Log
The Log Zap Bowler
The Log Zap
Bowler Electro Wizard
Zap Bowler The Log Electro Wizard
Zap
Bowler The Log
Zap The Log
Bomber Zap Bowler The Log
Bowler The Log
Bomber
Bomber Zap Bowler The Log Electro Wizard
Bomber Zap Bowler The Log
Bowler The Log
Bowler The Log
Zap The Log
Zap The Log Bomber Bowler
The Log Zap Bowler Electro Wizard
Zap Bowler The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Bowler
Bomber Zap The Log
Zap Electro Wizard
P.E.K.K.A
Bowler The Log
Zap Electro Wizard
Zap Electro Wizard
The Log
Bowler Electro Wizard
The Log Bomber Zap Bowler
Zap
P.E.K.K.A
Zap Bowler The Log Electro Wizard
Zap Electro Wizard
Zap Bowler The Log Electro Wizard
P.E.K.K.A
Bowler

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