My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Fire Spirit Goblin Gang Executioner 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 Executioner 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.

Rocket

Punishments

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

Goblin Gang Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Knight Goblin Gang 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
Goblin Gang Hog Rider
Giant Snowball
Fire Spirit Goblin Gang Hog Rider
Zap
Fire Spirit Goblin Gang
Barbarian Barrel
Fire Spirit Knight Goblin Gang Executioner Electro Wizard
The Log
Fire Spirit Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Knight Goblin Gang Hog Rider Executioner P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Hog Rider Executioner Electro Wizard
Poison
Goblin Gang Executioner Electro Wizard
Lightning
Knight Executioner Electro Wizard
Rocket
Hog Rider Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Executioner

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Knight Rocket Executioner 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.

Fire Spirit Goblin Gang 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.

Fire Spirit Knight Goblin Gang Hog Rider Electro Wizard Executioner Rocket P.E.K.K.A

Shortest cycle

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

11 Fire Spirit Knight Goblin Gang Hog Rider

Attack Synergies 7 7

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.

Fire Spirit
Hog Rider P.E.K.K.A Knight
Knight
Goblin Gang Hog Rider Executioner Fire Spirit Electro Wizard
Goblin Gang
Knight Hog Rider P.E.K.K.A
Hog Rider
Fire Spirit Knight Goblin Gang Rocket Executioner Electro Wizard
Rocket
Hog Rider
Executioner
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Goblin Gang Executioner
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 4 5

Fire Spirit
Knight P.E.K.K.A Electro Wizard
Knight
Fire Spirit Goblin Gang Executioner Electro Wizard
Goblin Gang
Knight P.E.K.K.A Electro Wizard
Hog Rider
Rocket
Executioner
Knight
P.E.K.K.A
Fire Spirit Goblin Gang Electro Wizard
Electro Wizard
Knight Fire Spirit Goblin Gang 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.

Rocket Knight Executioner Electro Wizard
P.E.K.K.A Knight Goblin Gang Executioner Electro Wizard
Goblin Gang Rocket P.E.K.K.A Fire Spirit Knight Executioner Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Rocket P.E.K.K.A
Goblin Gang Fire Spirit Executioner Electro Wizard
Rocket Electro Wizard Fire Spirit Goblin Gang Executioner
Rocket P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Knight Goblin Gang Fire Spirit Electro Wizard
Goblin Gang Executioner Electro Wizard Knight
Executioner Goblin Gang Electro Wizard
P.E.K.K.A Fire Spirit Knight Goblin Gang Rocket Electro Wizard
Fire Spirit Rocket Executioner Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Rocket Goblin Gang P.E.K.K.A Electro Wizard
Knight Goblin Gang Executioner P.E.K.K.A Electro Wizard
Fire Spirit Knight Goblin Gang Executioner Electro Wizard
Executioner Fire Spirit Knight Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Fire Spirit Knight Executioner P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Knight Goblin Gang Rocket Executioner
Goblin Gang P.E.K.K.A Knight Rocket Electro Wizard
Goblin Gang Rocket P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Executioner
Fire Spirit Rocket Executioner Goblin Gang Electro Wizard
Goblin Gang Rocket P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Rocket P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight
Rocket P.E.K.K.A Electro Wizard
Rocket P.E.K.K.A Knight Goblin Gang Executioner
Executioner
Goblin Gang Electro Wizard Knight Rocket Executioner P.E.K.K.A
Executioner P.E.K.K.A 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 Rocket
Executioner Electro Wizard
Rocket
Knight Rocket
Rocket Executioner Fire Spirit
Executioner Fire Spirit Rocket
Fire Spirit Executioner
Fire Spirit Executioner
Rocket Fire Spirit Goblin Gang Electro Wizard
Rocket Knight Electro Wizard
Fire Spirit Rocket Executioner
Rocket Fire Spirit Knight Executioner
Rocket
Rocket Executioner
Rocket Executioner
Rocket
Rocket
Rocket Fire Spirit Executioner Electro Wizard
Rocket Fire Spirit
Rocket
Rocket
Rocket
Rocket
Fire Spirit Executioner
Executioner Electro Wizard
Rocket
Fire Spirit Executioner Electro Wizard
Rocket Electro Wizard
Rocket
Rocket Electro Wizard
P.E.K.K.A
Rocket
Electro Wizard Fire Spirit Goblin Gang Rocket
Rocket Fire Spirit Executioner Electro Wizard
Knight Goblin Gang Rocket Executioner Electro Wizard
Executioner
Rocket
Executioner P.E.K.K.A
Goblin Gang Rocket Electro Wizard
Rocket Executioner Electro Wizard
Rocket Executioner Electro Wizard

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