My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Cannon

Investments

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Tornado 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 Zap The Log Cannon Tornado Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Cannon

Attack Synergies 7 5

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
Zap
Hog Rider Tornado P.E.K.K.A Electro Wizard The Log
Cannon
Hog Rider
Zap The Log Tornado Electro Wizard
Tornado
Zap P.E.K.K.A Hog Rider The Log
P.E.K.K.A
Zap Tornado Electro Wizard The Log
The Log
Hog Rider Zap Tornado P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 6 13

Skeletons
Cannon Zap Tornado P.E.K.K.A The Log Electro Wizard
Zap
Cannon Electro Wizard Skeletons Tornado P.E.K.K.A The Log
Cannon
Skeletons Zap The Log Electro Wizard
Hog Rider
Tornado
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A
Tornado The Log Skeletons Zap Electro Wizard
The Log
Cannon P.E.K.K.A Skeletons Zap Tornado Electro Wizard
Electro Wizard
Zap Skeletons Cannon Tornado 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.

Zap Cannon The Log Electro Wizard
P.E.K.K.A Skeletons Zap Cannon The Log Electro Wizard
Cannon Tornado P.E.K.K.A Skeletons Electro Wizard
Cannon P.E.K.K.A Skeletons Electro Wizard
Tornado P.E.K.K.A The Log
Tornado The Log Skeletons Zap Cannon Electro Wizard
Tornado Electro Wizard Zap Cannon
Zap Cannon P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A Skeletons Tornado
Tornado Skeletons Cannon Electro Wizard
Electro Wizard Skeletons Zap Cannon Tornado The Log
Zap Tornado Electro Wizard
Cannon P.E.K.K.A Skeletons Zap The Log Electro Wizard
Zap Cannon Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Tornado Zap Cannon P.E.K.K.A The Log Electro Wizard
Skeletons Cannon Tornado P.E.K.K.A Electro Wizard
Cannon Zap Tornado The Log Electro Wizard
Zap Tornado The Log Cannon Electro Wizard
P.E.K.K.A Cannon Tornado Electro Wizard
Cannon P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A Zap Tornado The Log Electro Wizard
P.E.K.K.A Skeletons Cannon
Skeletons Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Tornado The Log
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
P.E.K.K.A Zap Tornado The Log Electro Wizard
P.E.K.K.A Skeletons Cannon
Cannon
Electro Wizard Skeletons Zap Tornado P.E.K.K.A The Log
Zap Cannon P.E.K.K.A The Log Electro Wizard
Zap Cannon 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 Tornado The Log Electro Wizard
The Log
The Log
Zap The Log
Zap Tornado
Tornado The Log
The Log Zap Tornado
The Log Zap Tornado
Tornado Electro Wizard
Zap Tornado The Log Electro Wizard
Zap Tornado
The Log
Zap The Log
Zap The Log
The Log
Tornado
Zap The Log Electro Wizard
Zap Tornado The Log
The Log
Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log
The Log Zap Tornado Electro Wizard
Zap Tornado The Log
Zap Tornado The Log
Zap Tornado Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard
Zap Tornado Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap Tornado
P.E.K.K.A
Zap Tornado The Log Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado The Log Electro Wizard
P.E.K.K.A

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