My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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 Electro Wizard Golden Knight

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.

Arrows Tornado

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 Golden Knight

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 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 Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado

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 Knight Mini P.E.K.K.A Tornado

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Tornado Mini P.E.K.K.A Hog Rider Electro Wizard Golden Knight Wizard

Shortest cycle

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

13 Arrows Knight Tornado Mini P.E.K.K.A

Attack Synergies 3 12

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.

Arrows
Hog Rider Knight Mini P.E.K.K.A
Knight
Hog Rider Arrows Wizard Electro Wizard
Mini P.E.K.K.A
Arrows Hog Rider Wizard Tornado Electro Wizard
Hog Rider
Arrows Knight Mini P.E.K.K.A Wizard Tornado Electro Wizard Golden Knight
Wizard
Tornado Knight Mini P.E.K.K.A Hog Rider
Tornado
Wizard Mini P.E.K.K.A Hog Rider
Electro Wizard
Knight Mini P.E.K.K.A Hog Rider
Golden Knight
Hog Rider

Defense Synergies 3 12

Arrows
Knight Mini P.E.K.K.A Tornado Golden Knight
Knight
Electro Wizard Arrows Mini P.E.K.K.A Wizard Tornado
Mini P.E.K.K.A
Electro Wizard Arrows Knight Wizard Tornado
Hog Rider
Wizard
Tornado Knight Mini P.E.K.K.A Electro Wizard Golden Knight
Tornado
Wizard Arrows Knight Mini P.E.K.K.A Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Wizard Tornado
Golden Knight
Arrows Wizard

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 Wizard Electro Wizard Golden Knight
Mini P.E.K.K.A Knight Electro Wizard
Mini P.E.K.K.A Tornado Knight Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Arrows Mini P.E.K.K.A Tornado
Arrows Tornado Electro Wizard
Tornado Electro Wizard Arrows Wizard
Arrows Electro Wizard Golden Knight
Mini P.E.K.K.A Tornado
Knight Tornado Mini P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Wizard Tornado
Arrows Wizard Tornado Electro Wizard
Mini P.E.K.K.A Knight Wizard Electro Wizard
Wizard Arrows Mini P.E.K.K.A Tornado Electro Wizard Golden Knight
Mini P.E.K.K.A Knight Electro Wizard
Tornado Mini P.E.K.K.A Electro Wizard
Wizard Arrows Knight Mini P.E.K.K.A Tornado Electro Wizard
Arrows Knight Wizard Tornado Electro Wizard Golden Knight
Arrows Wizard Tornado Knight Electro Wizard
Mini P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Knight Mini 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 Mini P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Mini P.E.K.K.A Wizard
Knight Mini P.E.K.K.A Electro Wizard Golden Knight
Mini P.E.K.K.A Knight Tornado Electro Wizard
Knight Mini P.E.K.K.A
Arrows Wizard Tornado Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Mini P.E.K.K.A Knight
Electro Wizard Knight Mini P.E.K.K.A Tornado
Knight Mini P.E.K.K.A Golden Knight
Arrows Tornado Electro Wizard
Mini P.E.K.K.A Knight Wizard Golden Knight
Wizard
Electro Wizard Knight Mini P.E.K.K.A Tornado Golden Knight
Arrows Mini P.E.K.K.A Wizard Electro Wizard Golden Knight

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 Knight Golden Knight
Arrows Tornado Electro Wizard Golden Knight
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado Golden Knight
Mini P.E.K.K.A Tornado Electro Wizard
Arrows Knight Wizard Tornado Electro Wizard Golden Knight
Arrows Wizard Tornado
Knight Golden Knight
Arrows
Arrows
Arrows Wizard Golden Knight
Arrows Wizard
Arrows Tornado
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Electro Wizard
Arrows Wizard Tornado Golden Knight
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Wizard
Arrows Wizard Tornado Electro Wizard Golden Knight
Arrows Wizard Tornado Golden Knight
Arrows Tornado Golden Knight
Arrows Wizard Tornado Electro Wizard
Electro Wizard Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Tornado Electro Wizard
Arrows
Knight Mini P.E.K.K.A Wizard Electro Wizard
Arrows Wizard
Arrows Tornado
Tornado Electro Wizard Golden Knight
Tornado Electro Wizard
Tornado Electro Wizard Golden Knight

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