My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!
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 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.

Firecracker 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 Arrows Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Tornado

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.

Arrows Guards 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.

Zap Arrows Firecracker Guards Tornado Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Firecracker Guards

Attack Synergies 11 6

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.

Zap
Arrows Firecracker Hog Rider Tornado P.E.K.K.A Electro Wizard Guards
Arrows
Zap Hog Rider P.E.K.K.A
Firecracker
Zap Hog Rider Tornado P.E.K.K.A
Hog Rider
Zap Arrows Firecracker Guards Tornado Electro Wizard
Guards
Zap Hog Rider
Tornado
Zap P.E.K.K.A Firecracker Hog Rider
P.E.K.K.A
Zap Arrows Tornado Electro Wizard Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 2 14

Zap
Electro Wizard Arrows Firecracker Guards Tornado P.E.K.K.A
Arrows
Zap Tornado P.E.K.K.A
Firecracker
Zap Guards Tornado P.E.K.K.A Electro Wizard
Hog Rider
Guards
Zap Firecracker Electro Wizard
Tornado
P.E.K.K.A Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Tornado Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap Firecracker Guards Tornado P.E.K.K.A

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 Firecracker Electro Wizard
P.E.K.K.A Zap Firecracker Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Guards Electro Wizard
Arrows Firecracker Tornado P.E.K.K.A
Arrows Tornado Zap Firecracker Guards Electro Wizard
Tornado Electro Wizard Zap Arrows Firecracker
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Firecracker Electro Wizard
Guards Electro Wizard Zap Arrows Firecracker Tornado
Arrows Zap Firecracker Tornado Electro Wizard
P.E.K.K.A Zap Guards Electro Wizard
Zap Arrows Firecracker Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap P.E.K.K.A Electro Wizard
Arrows Firecracker Tornado P.E.K.K.A Electro Wizard
Arrows Zap Firecracker Guards Tornado Electro Wizard
Zap Arrows Tornado Firecracker Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Arrows Firecracker Guards P.E.K.K.A 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Firecracker
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Guards
Arrows Firecracker Zap Tornado Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Arrows Guards Tornado Electro Wizard
P.E.K.K.A Guards
Firecracker
Guards Electro Wizard Zap Firecracker Tornado P.E.K.K.A
Arrows Zap Firecracker P.E.K.K.A Electro Wizard
Zap Arrows 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.)

Arrows Firecracker Guards
Arrows Firecracker Zap Tornado Electro Wizard
Arrows
Arrows Firecracker Guards
Zap Arrows Firecracker
Arrows Firecracker Zap Tornado
Arrows Firecracker Tornado
Arrows Zap Firecracker Tornado
Arrows Zap Firecracker Tornado
Guards Tornado Electro Wizard
Firecracker Zap Arrows Tornado Electro Wizard
Zap Arrows Firecracker Tornado
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker Tornado
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Firecracker Tornado
Arrows Firecracker Zap Tornado Electro Wizard
Zap Arrows Tornado
Zap Arrows Firecracker Tornado
Zap Arrows Firecracker Tornado Electro Wizard
Zap Electro Wizard Firecracker Guards
Zap Arrows
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard Guards
Zap Arrows Firecracker Tornado Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows Tornado
Firecracker P.E.K.K.A
Zap Firecracker Guards Tornado Electro Wizard
Firecracker Zap Tornado Electro Wizard
Zap Firecracker Tornado Electro Wizard
P.E.K.K.A
Firecracker

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