My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Inferno Tower Wizard Baby Dragon Witch

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Baby Dragon Witch 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

Damage spells

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

Zap

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 Baby Dragon 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 Guards
Giant Snowball
Hog Rider Guards Baby Dragon Witch
Zap
Inferno Tower Guards Witch
Barbarian Barrel
Inferno Tower Wizard Guards Witch
The Log
Hog Rider Guards Witch
Earthquake
Hog Rider Inferno Tower Guards Witch
Arrows
Guards Witch
Royal Delivery
Hog Rider Wizard Guards Baby Dragon Witch P.E.K.K.A
Fireball
Hog Rider Inferno Tower Wizard Baby Dragon Witch
Poison
Inferno Tower Wizard Guards Witch
Lightning
Inferno Tower Wizard Baby Dragon Witch
Rocket
Hog Rider Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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.

Inferno Tower Guards Baby Dragon 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 Witch

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 Guards Hog Rider Baby Dragon Inferno Tower Wizard Witch P.E.K.K.A

Shortest cycle

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

13 Zap Guards Hog Rider Baby Dragon

Attack Synergies 2 11

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 Guards Baby Dragon Witch
Hog Rider
Zap Wizard Guards Baby Dragon Witch
Inferno Tower
Wizard
Hog Rider P.E.K.K.A
Guards
Zap Hog Rider
Baby Dragon
Zap Hog Rider Witch P.E.K.K.A
Witch
Zap Hog Rider Baby Dragon P.E.K.K.A
P.E.K.K.A
Zap Wizard Baby Dragon Witch

Defense Synergies 1 12

Zap
Inferno Tower Guards Baby Dragon Witch P.E.K.K.A
Hog Rider
Inferno Tower
Guards Zap Baby Dragon
Wizard
Guards P.E.K.K.A
Guards
Inferno Tower Zap Wizard Baby Dragon Witch
Baby Dragon
Zap Inferno Tower Guards Witch P.E.K.K.A
Witch
Zap Guards Baby Dragon
P.E.K.K.A
Zap Wizard Baby Dragon

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 Inferno Tower Wizard Baby Dragon
Inferno Tower P.E.K.K.A Zap Witch
Inferno Tower Witch P.E.K.K.A
Inferno Tower Witch P.E.K.K.A Guards
P.E.K.K.A
Zap Guards Baby Dragon
Inferno Tower Zap Wizard Baby Dragon Witch
Zap Inferno Tower Baby Dragon P.E.K.K.A
Inferno Tower Witch P.E.K.K.A
Guards Inferno Tower
Guards Witch Zap Wizard Baby Dragon
Inferno Tower Zap Wizard Baby Dragon Witch
Inferno Tower P.E.K.K.A Zap Wizard Guards Witch
Wizard Zap Guards Baby Dragon Witch P.E.K.K.A
Inferno Tower P.E.K.K.A
Inferno Tower Zap P.E.K.K.A
Wizard Inferno Tower Witch P.E.K.K.A
Zap Wizard Guards Baby Dragon Witch
Zap Wizard Baby Dragon Witch Guards
P.E.K.K.A Inferno Tower
Wizard Guards Baby Dragon Witch 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 Inferno Tower Witch P.E.K.K.A
Zap Wizard Baby Dragon
Guards P.E.K.K.A Zap Inferno Tower Witch
Guards P.E.K.K.A Zap Inferno Tower
Inferno Tower P.E.K.K.A Guards Witch
Wizard Zap Baby Dragon Witch
Guards P.E.K.K.A Inferno Tower Witch
Inferno Tower P.E.K.K.A
Zap P.E.K.K.A Inferno Tower Baby Dragon Witch
Inferno Tower Witch P.E.K.K.A Guards
P.E.K.K.A Inferno Tower Guards Witch
P.E.K.K.A Zap Guards
P.E.K.K.A Inferno Tower Wizard Guards Witch
Wizard Baby Dragon Witch
Inferno Tower Guards Witch Zap Baby Dragon P.E.K.K.A
Zap Inferno Tower Wizard Baby Dragon Witch P.E.K.K.A
Inferno Tower

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 Baby Dragon
Zap Baby Dragon
Baby Dragon
Guards
Wizard Zap Baby Dragon
Wizard Zap Baby Dragon Witch
Wizard Baby Dragon Witch
Zap Wizard Baby Dragon
Zap Wizard
Guards
Zap Wizard
Zap Wizard Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon Witch
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon Witch
Baby Dragon
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon Witch
Witch
Zap Wizard Baby Dragon Witch
Zap Wizard Baby Dragon Witch
Zap Baby Dragon
Zap Wizard Baby Dragon Witch
Zap Wizard Guards Witch
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Guards Witch
Zap Wizard Baby Dragon Witch
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap
P.E.K.K.A
Zap Guards Baby Dragon Witch
Zap Witch
Zap Baby Dragon Witch

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