My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Electro Wizard Magic Archer

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.

P.E.K.K.A Bandit Electro Wizard Magic Archer

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 The Log

Punishments

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

Hog Rider Bandit

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 Bandit Magic Archer

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 Bandit Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Magic Archer

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Guards Bandit Hog Rider Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Guards Bandit

Attack Synergies 5 13

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 P.E.K.K.A Bandit
Hog Rider
Arrows The Log Guards Bandit Electro Wizard Magic Archer
Guards
Hog Rider The Log Bandit
P.E.K.K.A
Arrows Electro Wizard Magic Archer The Log
The Log
Hog Rider Guards P.E.K.K.A Bandit Magic Archer
Bandit
Arrows Hog Rider Guards The Log Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Hog Rider Bandit Magic Archer
Magic Archer
P.E.K.K.A Hog Rider The Log Bandit Electro Wizard

Defense Synergies 1 12

Arrows
P.E.K.K.A Bandit
Hog Rider
Guards
The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Arrows Electro Wizard
The Log
P.E.K.K.A Guards Bandit Electro Wizard Magic Archer
Bandit
Arrows The Log Electro Wizard Magic Archer
Electro Wizard
Guards P.E.K.K.A The Log Bandit Magic Archer
Magic Archer
Guards The Log Bandit Electro 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.

The Log Electro Wizard Magic Archer
P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Guards Bandit Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Guards Bandit Electro Wizard Magic Archer
Electro Wizard Arrows Magic Archer
Arrows P.E.K.K.A The Log Bandit Electro Wizard Magic Archer
P.E.K.K.A
Guards Bandit Electro Wizard
Guards Electro Wizard Arrows The Log Bandit Magic Archer
Arrows Electro Wizard Magic Archer
P.E.K.K.A Guards The Log Bandit Electro Wizard
Arrows Guards P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A The Log Bandit Electro Wizard
Arrows P.E.K.K.A Electro Wizard
Arrows Guards The Log Bandit Electro Wizard Magic Archer
Arrows The Log Guards Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Arrows Guards P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Arrows The Log Magic Archer
Guards P.E.K.K.A Bandit The Log Electro Wizard
Guards P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Guards Bandit
Arrows Electro Wizard Magic Archer
Guards P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard The Log Bandit Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log Electro Wizard
P.E.K.K.A Guards Bandit
Magic Archer
Guards Electro Wizard P.E.K.K.A The Log Magic Archer
Arrows P.E.K.K.A The Log Electro Wizard Magic Archer
Arrows

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.)

Magic Archer Arrows Guards The Log Bandit
Arrows The Log Bandit Electro Wizard Magic Archer
Arrows The Log Bandit Magic Archer
Arrows Guards The Log
Arrows The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Bandit
Guards Electro Wizard
Arrows The Log Bandit Electro Wizard Magic Archer
Arrows Magic Archer
The Log Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows The Log Magic Archer
Arrows The Log Bandit Magic Archer
Magic Archer Arrows The Log Bandit
Arrows
Arrows The Log Bandit Electro Wizard Magic Archer
Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Magic Archer
Arrows The Log Bandit Electro Wizard Magic Archer
Arrows The Log Bandit Magic Archer
Arrows The Log Bandit Magic Archer
Arrows Electro Wizard Magic Archer
Electro Wizard Guards
Arrows The Log Bandit Magic Archer
Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows The Log Magic Archer
Electro Wizard Guards Bandit Magic Archer
Arrows Electro Wizard Magic Archer
Arrows The Log
Electro Wizard Magic Archer
Arrows The Log Magic Archer
Arrows
P.E.K.K.A
Guards The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Bandit Electro Wizard Magic Archer

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