My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Bad

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Wizard P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Freeze

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Wall Breakers

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 Wall Breakers 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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze

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 Freeze 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers Guards Goblin Cage Hog Rider Freeze Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Wall Breakers Guards Goblin Cage

Attack Synergies 3 9

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 Goblin Cage Wall Breakers Guards Freeze
Goblin Cage
Zap Hog Rider Wall Breakers
Hog Rider
Zap Freeze Goblin Cage Wizard Guards
Wizard
Hog Rider P.E.K.K.A
Wall Breakers
Zap Goblin Cage
Guards
Zap Hog Rider
Freeze
Hog Rider Zap
P.E.K.K.A
Zap Wizard

Defense Synergies 0 8

Zap
Goblin Cage Guards P.E.K.K.A
Goblin Cage
Zap Wizard Guards
Hog Rider
Wizard
Goblin Cage Guards Freeze P.E.K.K.A
Wall Breakers
Guards
Zap Goblin Cage Wizard
Freeze
Wizard
P.E.K.K.A
Zap Wizard

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 Goblin Cage Wizard
P.E.K.K.A Zap Goblin Cage
Goblin Cage P.E.K.K.A Freeze
Goblin Cage P.E.K.K.A Guards
Goblin Cage P.E.K.K.A
Freeze Zap Guards
Zap Goblin Cage Wizard Freeze
Zap Goblin Cage P.E.K.K.A
P.E.K.K.A Goblin Cage
Guards
Guards Zap Wizard Freeze
Zap Wizard
Goblin Cage P.E.K.K.A Zap Wizard Guards Freeze
Wizard Zap Goblin Cage Guards Freeze P.E.K.K.A
P.E.K.K.A Goblin Cage
Zap Goblin Cage Freeze P.E.K.K.A
Wizard Goblin Cage P.E.K.K.A
Goblin Cage Zap Wizard Guards
Zap Goblin Cage Wizard Freeze Guards
P.E.K.K.A Goblin Cage
Wizard Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Goblin Cage P.E.K.K.A
Zap Wizard
Guards P.E.K.K.A Zap Goblin Cage
Guards P.E.K.K.A Zap Goblin Cage
P.E.K.K.A Goblin Cage Guards
Wizard Zap Freeze
Guards P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage
Zap Goblin Cage Freeze P.E.K.K.A
P.E.K.K.A Goblin Cage Guards
P.E.K.K.A Goblin Cage Guards
P.E.K.K.A Zap Goblin Cage Guards
P.E.K.K.A Goblin Cage Wizard Guards
Wizard Goblin Cage
Guards Zap Goblin Cage Freeze P.E.K.K.A
Zap Goblin Cage Wizard Freeze P.E.K.K.A
Zap Goblin Cage

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.)

Guards Freeze
Zap
Guards Freeze
Wizard Zap
Wizard Zap Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Guards
Zap Wizard
Zap Wizard
Freeze
Zap
Zap Wizard
Wizard
Freeze
Zap Wizard
Zap Wizard
Wizard
Zap
Zap Freeze Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Wizard Guards Freeze
Zap Wizard
Zap Freeze
P.E.K.K.A
Wizard
Zap Guards Freeze
Zap Wizard
Freeze
Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Guards Freeze
Zap
Zap Freeze
P.E.K.K.A
Wizard

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