My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Minions 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.

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 Arrows

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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 Guards 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.

Minions 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.

Zap Arrows Minions Guards Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Minions Guards

Attack Synergies 8 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.

Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Minions Guards
Arrows
Zap Hog Rider P.E.K.K.A
Minions
Hog Rider Zap P.E.K.K.A
Hog Rider
Zap Arrows Minions Wizard Guards Electro Wizard
Wizard
Hog Rider P.E.K.K.A
Guards
Zap Hog Rider
P.E.K.K.A
Zap Arrows Electro Wizard Minions Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 1 12

Zap
Electro Wizard Arrows Minions Guards P.E.K.K.A
Arrows
Zap P.E.K.K.A
Minions
Zap P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Guards P.E.K.K.A Electro Wizard
Guards
Zap Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Minions Wizard Electro Wizard
Electro Wizard
Zap Minions Wizard Guards 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.

Zap Minions Wizard Electro Wizard
P.E.K.K.A Zap Minions Electro Wizard
P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Minions Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Minions Guards Electro Wizard
Minions Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions
Guards Electro Wizard
Minions Guards Electro Wizard Zap Arrows Wizard
Arrows Minions Zap Wizard Electro Wizard
P.E.K.K.A Zap Minions Wizard Guards Electro Wizard
Wizard Zap Arrows Minions Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Arrows Minions P.E.K.K.A Electro Wizard
Arrows Zap Minions Wizard Guards Electro Wizard
Zap Arrows Wizard Minions Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Minions Guards 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.

Guards Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard
Guards P.E.K.K.A Zap Minions Electro Wizard
Guards P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Guards
Arrows Wizard Zap Minions Electro Wizard
Guards P.E.K.K.A Minions Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Minions
P.E.K.K.A Guards
P.E.K.K.A Minions Guards
P.E.K.K.A Zap Arrows Guards Electro Wizard
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Wizard Zap Minions P.E.K.K.A
Arrows Minions Zap Wizard 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 Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards
Wizard Zap Arrows
Arrows Wizard Zap Minions
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minions Guards Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Minions
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Minions
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Minions
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Minions Wizard Guards
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Minions Guards
Zap Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Minions Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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