My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Zappies Hunter 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.

Archers Knight Zappies Hunter 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.

Missing

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.

Missing

Dropped at the bridge

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

Electro Spirit 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.

Electro Spirit 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
Archers Hog Rider
Giant Snowball
Archers Hog Rider Zappies
Zap
Archers Zappies
Barbarian Barrel
Electro Spirit Archers Knight Zappies Hunter Electro Wizard
The Log
Electro Spirit Archers Mini P.E.K.K.A Hog Rider Zappies Hunter
Earthquake
Archers Hog Rider Zappies
Arrows
Electro Spirit Archers Zappies
Royal Delivery
Electro Spirit Archers Knight Mini P.E.K.K.A Hog Rider Zappies Hunter Electro Wizard
Fireball
Archers Hog Rider Zappies Hunter Electro Wizard
Poison
Archers Zappies Hunter Electro Wizard
Lightning
Knight Mini P.E.K.K.A Hunter Electro Wizard
Rocket
Hog Rider Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Hunter

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.

Electro Spirit Knight Mini 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.

Electro Spirit Archers Knight Mini P.E.K.K.A Hog Rider Zappies Hunter Electro Wizard

Shortest cycle

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

11 Electro Spirit Archers Knight Mini P.E.K.K.A

Attack Synergies 2 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.

Electro Spirit
Hog Rider
Archers
Knight Mini P.E.K.K.A Hog Rider
Knight
Archers Hog Rider Zappies Hunter Electro Wizard
Mini P.E.K.K.A
Archers Hog Rider Hunter Electro Wizard
Hog Rider
Knight Electro Spirit Archers Mini P.E.K.K.A Zappies Hunter Electro Wizard
Zappies
Knight Hog Rider
Hunter
Knight Mini P.E.K.K.A Hog Rider
Electro Wizard
Knight Mini P.E.K.K.A Hog Rider

Defense Synergies 4 9

Electro Spirit
Hunter Electro Wizard
Archers
Knight Mini P.E.K.K.A Electro Wizard
Knight
Archers Hunter Electro Wizard Mini P.E.K.K.A Zappies
Mini P.E.K.K.A
Electro Wizard Archers Knight Hunter
Hog Rider
Zappies
Knight Electro Wizard
Hunter
Knight Electro Spirit Mini P.E.K.K.A Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Electro Spirit Archers Zappies Hunter

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 Zappies Electro Wizard
Mini P.E.K.K.A Hunter Knight Zappies Electro Wizard
Mini P.E.K.K.A Hunter Archers Knight Zappies Electro Wizard
Mini P.E.K.K.A Hunter Knight Zappies Electro Wizard
Mini P.E.K.K.A
Electro Spirit Archers Zappies Hunter Electro Wizard
Hunter Electro Wizard Electro Spirit Archers Zappies
Electro Spirit Electro Wizard
Mini P.E.K.K.A Zappies Hunter
Knight Archers Mini P.E.K.K.A Zappies Hunter Electro Wizard
Archers Electro Wizard Electro Spirit Knight Zappies Hunter
Hunter Archers Zappies Electro Wizard
Mini P.E.K.K.A Hunter Knight Zappies Electro Wizard
Electro Spirit Mini P.E.K.K.A Zappies Hunter Electro Wizard
Mini P.E.K.K.A Knight Zappies Hunter Electro Wizard
Mini P.E.K.K.A Zappies Hunter Electro Wizard
Knight Mini P.E.K.K.A Zappies Hunter Electro Wizard
Electro Spirit Archers Knight Zappies Hunter Electro Wizard
Hunter Electro Spirit Archers Knight Zappies Electro Wizard
Mini P.E.K.K.A Zappies Hunter Electro Wizard
Electro Spirit Archers Knight Mini P.E.K.K.A Zappies Hunter 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 Archers Zappies Electro Wizard
Electro Wizard Archers Knight Mini P.E.K.K.A Hunter
Zappies Knight Mini P.E.K.K.A Hunter Electro Wizard
Mini P.E.K.K.A Hunter Knight Zappies Electro Wizard
Knight Mini P.E.K.K.A Zappies Hunter
Electro Spirit Archers Zappies Hunter Electro Wizard
Mini P.E.K.K.A Archers Knight Zappies Hunter Electro Wizard
Mini P.E.K.K.A Knight Zappies Hunter
Electro Wizard Electro Spirit Knight Mini P.E.K.K.A Zappies
Zappies
Knight Mini P.E.K.K.A Zappies Hunter
Electro Wizard
Mini P.E.K.K.A Knight Zappies Hunter
Archers Zappies
Zappies Electro Wizard Electro Spirit Archers Knight Mini P.E.K.K.A Hunter
Electro Spirit Archers Mini P.E.K.K.A Zappies Hunter 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.)

Knight
Electro Wizard
Knight
Electro Spirit Hunter
Archers
Hunter
Mini P.E.K.K.A Electro Wizard
Knight Electro Wizard
Archers
Knight Hunter
Hunter
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Hunter Electro Wizard
Electro Spirit Hunter
Hunter Electro Wizard
Archers Hunter Electro Wizard
Electro Wizard Electro Spirit Zappies
Mini P.E.K.K.A
Hunter
Electro Spirit Zappies Electro Wizard
Electro Wizard Electro Spirit Archers Zappies
Archers Zappies Hunter Electro Wizard
Knight Mini P.E.K.K.A Hunter Electro Wizard
Electro Spirit Zappies Electro Wizard
Zappies Electro Wizard
Electro Wizard

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