My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

2 problems 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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.

Zappies 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.

Skeletons Zappies P.E.K.K.A Royal Ghost Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Goblin Barrel

Damage spells

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

Earthquake

Punishments

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

Hog Rider Goblin Barrel Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Goblin Barrel

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 Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Royal Ghost

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.

P.E.K.K.A Royal Ghost

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Earthquake Goblin Barrel Royal Ghost Hog Rider Zappies Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Earthquake Goblin Barrel Royal Ghost

Attack Synergies 2 10

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.

Skeletons
Earthquake
Hog Rider P.E.K.K.A
Hog Rider
Earthquake Zappies Goblin Barrel Electro Wizard
Zappies
Hog Rider Goblin Barrel P.E.K.K.A Royal Ghost
Goblin Barrel
Hog Rider Zappies P.E.K.K.A Royal Ghost
P.E.K.K.A
Electro Wizard Earthquake Zappies Goblin Barrel
Royal Ghost
Zappies Goblin Barrel Electro Wizard
Electro Wizard
P.E.K.K.A Hog Rider Royal Ghost

Defense Synergies 0 10

Skeletons
Earthquake Zappies P.E.K.K.A Royal Ghost Electro Wizard
Earthquake
Skeletons Zappies
Hog Rider
Zappies
Skeletons Earthquake P.E.K.K.A Electro Wizard
Goblin Barrel
P.E.K.K.A
Skeletons Zappies Electro Wizard
Royal Ghost
Skeletons Electro Wizard
Electro Wizard
Skeletons Zappies P.E.K.K.A Royal Ghost

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.

Earthquake Zappies Electro Wizard
P.E.K.K.A Skeletons Zappies Electro Wizard
P.E.K.K.A Skeletons Zappies Electro Wizard
P.E.K.K.A Skeletons Zappies Electro Wizard
Earthquake P.E.K.K.A
Skeletons Earthquake Zappies Royal Ghost Electro Wizard
Electro Wizard Zappies
Earthquake P.E.K.K.A Electro Wizard
Zappies P.E.K.K.A Skeletons
Skeletons Zappies Royal Ghost Electro Wizard
Electro Wizard Skeletons Earthquake Zappies Royal Ghost
Zappies Electro Wizard
P.E.K.K.A Skeletons Earthquake Zappies Electro Wizard
Earthquake Zappies P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Zappies Electro Wizard
Zappies P.E.K.K.A Electro Wizard
Skeletons Zappies P.E.K.K.A Electro Wizard
Zappies Royal Ghost Electro Wizard
Earthquake Zappies Royal Ghost Electro Wizard
P.E.K.K.A Zappies Electro Wizard
Royal Ghost Earthquake Zappies 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.

Skeletons Zappies P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Royal Ghost
Zappies P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Zappies Electro Wizard
P.E.K.K.A Skeletons Zappies
Skeletons Zappies Electro Wizard
P.E.K.K.A Skeletons Zappies Electro Wizard
P.E.K.K.A Zappies
P.E.K.K.A Electro Wizard Skeletons Zappies
P.E.K.K.A Skeletons Zappies
P.E.K.K.A Zappies
P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Zappies
Zappies
Zappies Electro Wizard Skeletons P.E.K.K.A
Earthquake Zappies P.E.K.K.A Royal Ghost 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.)

Earthquake Royal Ghost
Royal Ghost Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Electro Wizard
Earthquake Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Royal Ghost Electro Wizard
Electro Wizard
Electro Wizard Zappies
Earthquake
Zappies Electro Wizard
P.E.K.K.A
Earthquake
Earthquake Electro Wizard Zappies
Zappies Electro Wizard
Electro Wizard
Earthquake
P.E.K.K.A
Zappies Electro Wizard
Zappies Electro Wizard
Royal Ghost Electro Wizard

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