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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Wizard 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 Wizard 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 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.

Missing

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard The Log

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 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 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.

Fire Spirit Zap The Log Knight Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Zap The Log Knight

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap Knight
Zap
Hog Rider P.E.K.K.A Electro Wizard Fire Spirit Knight The Log
Knight
Hog Rider Fire Spirit Zap Wizard The Log Electro Wizard
Hog Rider
Fire Spirit Zap Knight The Log Wizard Electro Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Wizard The Log
The Log
Hog Rider Zap Knight P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 4 14

Fire Spirit
Knight Zap P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Knight P.E.K.K.A The Log
Knight
Fire Spirit Electro Wizard Zap Wizard The Log
Hog Rider
Wizard
Knight P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Fire Spirit Zap Wizard Electro Wizard
The Log
P.E.K.K.A Fire Spirit Zap Knight Wizard Electro Wizard
Electro Wizard
Zap Knight Fire Spirit Wizard 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 Knight Wizard The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Fire Spirit Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A The Log
The Log Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Wizard
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Knight Fire Spirit Electro Wizard
Electro Wizard Zap Knight Wizard The Log
Zap Wizard Electro Wizard
P.E.K.K.A Fire Spirit Zap Knight Wizard The Log Electro Wizard
Fire Spirit Wizard Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Wizard Knight P.E.K.K.A Electro Wizard
Fire Spirit Zap Knight Wizard The Log Electro Wizard
Zap Wizard The Log Fire Spirit Knight Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Knight 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.

Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Wizard The Log
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Zap Knight The Log Electro Wizard
P.E.K.K.A Knight
Fire Spirit Wizard Zap Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Knight Wizard
Wizard
Electro Wizard Zap Knight P.E.K.K.A The Log
Zap Wizard P.E.K.K.A The Log 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 The Log
Zap The Log Electro Wizard
The Log
Knight The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Electro Wizard
Zap Knight Wizard The Log Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Fire Spirit Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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