My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Godly!
F2P score
Good

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.

Firecracker Wizard Hunter 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.

Knight Firecracker Wizard Hunter 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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Hunter

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.

Knight 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Hog Rider Hunter Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Knight Firecracker Hog Rider

Attack Synergies 8 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
Firecracker Hog Rider P.E.K.K.A Electro Wizard Knight Hunter
Knight
Firecracker Hog Rider Zap Wizard Hunter Electro Wizard
Firecracker
Zap Knight Hog Rider P.E.K.K.A
Hog Rider
Zap Knight Firecracker Wizard Hunter Electro Wizard
Wizard
Knight Hog Rider P.E.K.K.A
Hunter
Zap Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Firecracker Wizard Hunter
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 4 13

Zap
Electro Wizard Knight Firecracker Hunter P.E.K.K.A
Knight
Firecracker Hunter Electro Wizard Zap Wizard
Firecracker
Knight Zap Hunter P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Knight P.E.K.K.A Electro Wizard
Hunter
Knight Zap Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Firecracker Wizard Hunter Electro Wizard
Electro Wizard
Zap Knight Firecracker Wizard Hunter 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 Knight Firecracker Wizard Electro Wizard
Hunter P.E.K.K.A Zap Knight Firecracker Electro Wizard
Hunter P.E.K.K.A Knight Electro Wizard
Hunter P.E.K.K.A Knight Firecracker Electro Wizard
Firecracker P.E.K.K.A
Zap Firecracker Hunter Electro Wizard
Hunter Electro Wizard Zap Firecracker Wizard
Zap P.E.K.K.A Electro Wizard
Hunter P.E.K.K.A
Knight Firecracker Hunter Electro Wizard
Electro Wizard Zap Knight Firecracker Wizard Hunter
Hunter Zap Firecracker Wizard Electro Wizard
Hunter P.E.K.K.A Zap Knight Wizard Electro Wizard
Wizard Zap Firecracker Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Hunter Electro Wizard
Zap Hunter P.E.K.K.A Electro Wizard
Wizard Knight Firecracker Hunter P.E.K.K.A Electro Wizard
Zap Knight Firecracker Wizard Hunter Electro Wizard
Zap Wizard Hunter Knight Firecracker Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Wizard Knight Firecracker Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Firecracker Wizard Hunter
P.E.K.K.A Zap Knight Hunter Electro Wizard
Hunter P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Hunter
Firecracker Wizard Zap Hunter Electro Wizard
P.E.K.K.A Knight Hunter Electro Wizard
P.E.K.K.A Knight Hunter
Zap P.E.K.K.A Electro Wizard Knight Firecracker
P.E.K.K.A
P.E.K.K.A Knight Hunter
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Wizard Hunter
Wizard Firecracker
Electro Wizard Zap Knight Firecracker Hunter P.E.K.K.A
Zap Firecracker Wizard Hunter P.E.K.K.A 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.)

Knight Firecracker
Firecracker Zap Electro Wizard
Knight Firecracker
Wizard Zap Firecracker
Firecracker Wizard Zap Hunter
Firecracker Wizard
Zap Firecracker Wizard Hunter
Zap Firecracker Wizard
Electro Wizard
Firecracker Zap Knight Wizard Electro Wizard
Zap Firecracker Wizard
Knight Firecracker Hunter
Firecracker
Zap Firecracker
Zap Firecracker Wizard Hunter
Firecracker Wizard
Zap Firecracker Wizard Hunter Electro Wizard
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Wizard Hunter
Firecracker Zap Wizard Hunter Electro Wizard
Zap Wizard
Zap Firecracker
Zap Firecracker Wizard Hunter Electro Wizard
Zap Electro Wizard Firecracker Wizard
Zap Wizard Hunter
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard
Zap Electro Wizard
Zap Firecracker Wizard Hunter Electro Wizard
Knight Firecracker Wizard Hunter Electro Wizard
Zap Firecracker Wizard
Zap
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard

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