My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Knight 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.

Fireball Void The Log

Punishments

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

Mini P.E.K.K.A Hog Rider

Pump responses

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

Fireball Void

Dropped at the bridge

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

Knight Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A 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
Cannon Hog Rider
Zap
Cannon
Barbarian Barrel
Knight Cannon Electro Wizard
The Log
Cannon Mini P.E.K.K.A Hog Rider
Earthquake
Cannon Hog Rider
Arrows
Royal Delivery
Knight Mini P.E.K.K.A Hog Rider Electro Wizard
Fireball
Cannon Hog Rider Electro Wizard
Poison
Cannon Electro Wizard
Lightning
Knight Cannon Mini P.E.K.K.A Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Mini P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Cannon Void Fireball Mini P.E.K.K.A Hog Rider Electro Wizard

Shortest cycle

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

11 The Log Knight Cannon Void

Attack Synergies 3 10

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.

Knight
Hog Rider Fireball The Log Electro Wizard
Cannon
Fireball
Hog Rider Knight The Log Electro Wizard
Mini P.E.K.K.A
Hog Rider The Log Electro Wizard
Hog Rider
Knight Fireball The Log Mini P.E.K.K.A Void Electro Wizard
Void
Hog Rider
The Log
Hog Rider Knight Fireball Mini P.E.K.K.A
Electro Wizard
Knight Fireball Mini P.E.K.K.A Hog Rider

Defense Synergies 6 9

Knight
Cannon Electro Wizard Fireball Mini P.E.K.K.A The Log
Cannon
Knight The Log Fireball Mini P.E.K.K.A Electro Wizard
Fireball
The Log Knight Cannon Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Knight Cannon Fireball
Hog Rider
Void
The Log
Cannon Fireball Mini P.E.K.K.A Knight Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Cannon Fireball 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.

Knight Cannon Fireball Void The Log Electro Wizard
Mini P.E.K.K.A Knight Cannon The Log Electro Wizard
Cannon Mini P.E.K.K.A Knight Void Electro Wizard
Cannon Mini P.E.K.K.A Knight Electro Wizard
Fireball Mini P.E.K.K.A The Log
Fireball The Log Cannon Electro Wizard
Electro Wizard Cannon Fireball Void
Cannon Fireball Void The Log Electro Wizard
Cannon Mini P.E.K.K.A
Knight Cannon Mini P.E.K.K.A Electro Wizard
Electro Wizard Knight Cannon Fireball The Log
Fireball Electro Wizard
Cannon Mini P.E.K.K.A Knight Fireball The Log Electro Wizard
Fireball Cannon Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Knight Cannon Electro Wizard
Cannon Fireball Mini P.E.K.K.A The Log Electro Wizard
Knight Cannon Fireball Mini P.E.K.K.A Electro Wizard
Cannon Fireball Knight The Log Electro Wizard
The Log Knight Cannon Fireball Electro Wizard
Mini P.E.K.K.A Cannon Electro Wizard
Knight Cannon Fireball Mini 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 Mini P.E.K.K.A Fireball Void Electro Wizard
Fireball Void Electro Wizard Knight Mini P.E.K.K.A The Log
Knight Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Knight Fireball The Log Electro Wizard
Knight Cannon Mini P.E.K.K.A
Fireball Electro Wizard
Mini P.E.K.K.A Knight Fireball Void Electro Wizard
Mini P.E.K.K.A Knight
Void Electro Wizard Knight Fireball Mini P.E.K.K.A The Log
Cannon
Knight Mini P.E.K.K.A
Fireball Void The Log Electro Wizard
Mini P.E.K.K.A Knight Cannon Fireball
Cannon Fireball
Electro Wizard Knight Fireball Mini P.E.K.K.A The Log
Cannon Fireball Mini 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.)

Fireball Void Knight The Log
Fireball Void The Log Electro Wizard
Fireball Void The Log
Knight Fireball Void The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball Void The Log
Fireball Mini P.E.K.K.A Void Electro Wizard
Void Knight Fireball The Log Electro Wizard
Fireball Void
Knight Fireball Void The Log
Fireball Void
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Mini P.E.K.K.A
Void Fireball Mini P.E.K.K.A The Log Electro Wizard
Fireball The Log
Fireball Void The Log
Fireball Void
Void The Log
Fireball Void The Log
The Log Fireball
Fireball Void The Log Electro Wizard
Fireball Void The Log
Fireball Void The Log
Fireball Electro Wizard
Electro Wizard Fireball Void
Fireball Mini P.E.K.K.A Void
Void Fireball The Log
Void Fireball Electro Wizard
Fireball The Log
Electro Wizard Fireball Void
Fireball Electro Wizard
The Log Fireball
Fireball Void Knight Mini P.E.K.K.A Electro Wizard
The Log Fireball
Void Fireball
Fireball The Log Electro Wizard
Fireball Void Electro Wizard
Void Fireball The Log Electro Wizard

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