My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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 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.

Firecracker Elixir Golem Bowler 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.

Elixir Golem Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Elixir Golem 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Bowler

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.

Arrows Elixir Golem Bowler 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.

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 Arrows Firecracker Elixir Golem Hog Rider Electro Wizard Bowler P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Firecracker Elixir Golem

Attack Synergies 10 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
Arrows Firecracker Hog Rider P.E.K.K.A Electro Wizard Elixir Golem Bowler
Arrows
Zap Hog Rider P.E.K.K.A Elixir Golem Bowler
Firecracker
Zap Elixir Golem Hog Rider Bowler P.E.K.K.A
Elixir Golem
Firecracker Zap Arrows Hog Rider Bowler
Hog Rider
Zap Arrows Firecracker Elixir Golem Bowler Electro Wizard
Bowler
Zap Arrows Firecracker Elixir Golem Hog Rider Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider Bowler

Defense Synergies 1 10

Zap
Electro Wizard Arrows Firecracker Bowler P.E.K.K.A
Arrows
Zap Bowler P.E.K.K.A
Firecracker
Zap P.E.K.K.A Electro Wizard
Elixir Golem
Hog Rider
Bowler
Zap Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap Firecracker Bowler 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.

Bowler Zap Firecracker Electro Wizard
P.E.K.K.A Zap Firecracker Electro Wizard
Bowler P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Bowler Electro Wizard
Arrows Firecracker Bowler P.E.K.K.A
Arrows Bowler Zap Firecracker Electro Wizard
Electro Wizard Zap Arrows Firecracker
Bowler Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Firecracker Bowler Electro Wizard
Electro Wizard Zap Arrows Firecracker Bowler
Arrows Zap Firecracker Electro Wizard
Bowler P.E.K.K.A Zap Electro Wizard
Bowler Zap Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Bowler P.E.K.K.A Electro Wizard
Arrows Firecracker Bowler P.E.K.K.A Electro Wizard
Arrows Zap Firecracker Bowler Electro Wizard
Zap Arrows Firecracker Bowler Electro Wizard
P.E.K.K.A Electro Wizard
Bowler Arrows Firecracker 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.

Zap Bowler P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Firecracker Bowler
P.E.K.K.A Zap Bowler Electro Wizard
Bowler P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Bowler
Arrows Firecracker Zap Electro Wizard
P.E.K.K.A Bowler Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A
P.E.K.K.A Bowler
P.E.K.K.A Zap Arrows Bowler Electro Wizard
Bowler P.E.K.K.A
Firecracker Bowler
Electro Wizard Zap Firecracker Bowler P.E.K.K.A
Arrows Bowler Zap Firecracker 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.)

Arrows Firecracker
Arrows Firecracker Zap Bowler Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker Bowler
Arrows Firecracker Zap
Arrows Firecracker Bowler
Arrows Zap Firecracker Bowler
Arrows Zap Firecracker
Bowler Electro Wizard
Firecracker Zap Arrows Bowler Electro Wizard
Zap Arrows Firecracker
Firecracker Bowler
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Bowler
Arrows Firecracker Bowler
Arrows
Zap Arrows Firecracker Bowler Electro Wizard
Zap Arrows Firecracker Bowler
Bowler
Arrows
Bowler
Zap Arrows
Zap Arrows Firecracker Bowler
Arrows Firecracker Zap Bowler Electro Wizard
Zap Arrows Bowler
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Bowler
Zap Arrows
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker Bowler
Zap Electro Wizard
Zap Arrows Firecracker Electro Wizard
Arrows
Firecracker Bowler Electro Wizard
Arrows Zap Firecracker Bowler
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Bowler Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Bowler Electro Wizard

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