My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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.

Flying Machine 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.

Flying Machine 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison 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.

Guards 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.

Zap The Log Guards Flying Machine Hog Rider Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Guards Flying Machine

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.

Zap
Hog Rider P.E.K.K.A Electro Wizard Flying Machine Guards Poison The Log
Flying Machine
Zap Hog Rider P.E.K.K.A
Hog Rider
Zap The Log Flying Machine Guards Poison Electro Wizard
Guards
Zap Hog Rider The Log
Poison
P.E.K.K.A Zap Hog Rider The Log
P.E.K.K.A
Zap Poison Electro Wizard Flying Machine The Log
The Log
Hog Rider Zap Guards Poison P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 2 16

Zap
Electro Wizard Flying Machine Guards Poison P.E.K.K.A The Log
Flying Machine
Zap Guards P.E.K.K.A The Log Electro Wizard
Hog Rider
Guards
Zap Flying Machine Poison The Log Electro Wizard
Poison
Zap Guards The Log Electro Wizard
P.E.K.K.A
The Log Zap Flying Machine Electro Wizard
The Log
P.E.K.K.A Zap Flying Machine Guards Poison Electro Wizard
Electro Wizard
Zap Flying Machine Guards Poison 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 Flying Machine The Log Electro Wizard
P.E.K.K.A Zap Flying Machine The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Poison P.E.K.K.A The Log
The Log Zap Flying Machine Guards Electro Wizard
Electro Wizard Zap Flying Machine Poison
Zap Flying Machine Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Guards Electro Wizard
Guards Poison Electro Wizard Zap Flying Machine The Log
Zap Flying Machine Poison Electro Wizard
P.E.K.K.A Zap Flying Machine Guards The Log Electro Wizard
Zap Guards Poison P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Poison P.E.K.K.A Electro Wizard
Zap Flying Machine Guards The Log Electro Wizard
Zap Poison The Log Flying Machine Guards Electro Wizard
P.E.K.K.A Electro Wizard
Flying Machine Guards Poison 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.

Guards Zap P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Flying Machine The Log
Guards P.E.K.K.A Zap The Log Electro Wizard
Guards P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Guards
Poison Zap Flying Machine Electro Wizard
Guards P.E.K.K.A Flying Machine Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Flying Machine Poison The Log
P.E.K.K.A Guards
P.E.K.K.A Flying Machine Guards
P.E.K.K.A Zap Guards Poison The Log Electro Wizard
P.E.K.K.A Guards
Flying Machine
Guards Electro Wizard Zap Flying Machine Poison P.E.K.K.A The Log
Poison Zap Flying Machine P.E.K.K.A The Log Electro Wizard
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.)

Poison Flying Machine Guards The Log
Poison Zap Flying Machine The Log Electro Wizard
Flying Machine Poison The Log
Flying Machine Guards Poison The Log
Poison Zap The Log
Poison Zap Flying Machine
Flying Machine Poison The Log
Poison The Log Zap Flying Machine
Poison The Log Zap Flying Machine
Guards Poison Electro Wizard
Poison Zap Flying Machine The Log Electro Wizard
Poison Zap Flying Machine
Flying Machine Poison The Log
Flying Machine Poison
Zap Flying Machine Poison The Log
Zap Flying Machine Poison The Log
Flying Machine Poison The Log
Poison
Zap Flying Machine Poison The Log Electro Wizard
Zap Flying Machine Poison The Log
Poison The Log
Poison
The Log
Zap Flying Machine Poison The Log
Zap Poison The Log
Poison The Log Zap Flying Machine Electro Wizard
Zap Flying Machine Poison The Log
Poison Zap The Log
Poison Zap Flying Machine Electro Wizard
Zap Electro Wizard Flying Machine Guards Poison
Poison Zap The Log
Zap Poison Electro Wizard
P.E.K.K.A
Poison The Log
Zap Electro Wizard Flying Machine Guards
Poison Zap Flying Machine Electro Wizard
The Log
Poison Flying Machine Electro Wizard
The Log Zap Flying Machine Poison
Zap Poison
Flying Machine P.E.K.K.A
Zap Flying Machine Guards Poison The Log Electro Wizard
Zap Flying Machine Poison Electro Wizard
Poison Zap Flying Machine The Log Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: