My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Wizard Dark Prince Giant Skeleton 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

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 Dark Prince

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.

Mini P.E.K.K.A Hog Rider Dark Prince Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince

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.

Mini P.E.K.K.A Guards Dark Prince Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Mini P.E.K.K.A Hog Rider Dark Prince Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

13 Zap Guards Mini P.E.K.K.A Hog Rider

Attack Synergies 2 18

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
Hog Rider Electro Wizard Mini P.E.K.K.A Guards Dark Prince Giant Skeleton
Mini P.E.K.K.A
Zap Hog Rider Wizard Dark Prince Giant Skeleton Electro Wizard
Hog Rider
Zap Mini P.E.K.K.A Wizard Guards Dark Prince Giant Skeleton Electro Wizard
Wizard
Mini P.E.K.K.A Hog Rider Dark Prince Giant Skeleton
Guards
Zap Hog Rider
Dark Prince
Zap Mini P.E.K.K.A Hog Rider Wizard Electro Wizard
Giant Skeleton
Zap Mini P.E.K.K.A Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Hog Rider Dark Prince Giant Skeleton

Defense Synergies 3 13

Zap
Mini P.E.K.K.A Electro Wizard Guards Dark Prince Giant Skeleton
Mini P.E.K.K.A
Zap Electro Wizard Wizard Guards
Hog Rider
Wizard
Mini P.E.K.K.A Guards Dark Prince Giant Skeleton Electro Wizard
Guards
Zap Mini P.E.K.K.A Wizard Giant Skeleton Electro Wizard
Dark Prince
Zap Wizard Electro Wizard
Giant Skeleton
Zap Wizard Guards Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard Guards Dark Prince Giant Skeleton

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 Wizard Electro Wizard
Mini P.E.K.K.A Zap Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince Giant Skeleton
Zap Guards Dark Prince Electro Wizard
Electro Wizard Zap Wizard
Zap Giant Skeleton Electro Wizard
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Dark Prince Giant Skeleton Electro Wizard
Guards Electro Wizard Zap Wizard Dark Prince Giant Skeleton
Zap Wizard Electro Wizard
Mini P.E.K.K.A Zap Wizard Guards Dark Prince Giant Skeleton Electro Wizard
Wizard Zap Mini P.E.K.K.A Guards Dark Prince Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A Electro Wizard
Wizard Mini P.E.K.K.A Dark Prince Electro Wizard
Zap Wizard Guards Dark Prince Electro Wizard
Zap Wizard Guards Dark Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Electro Wizard
Wizard Dark Prince Mini P.E.K.K.A Guards Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Dark Prince Giant Skeleton Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Wizard
Guards Giant Skeleton Zap Mini P.E.K.K.A Dark Prince Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Giant Skeleton Zap Electro Wizard
Giant Skeleton Mini P.E.K.K.A Guards Dark Prince
Wizard Zap Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Dark Prince
Zap Giant Skeleton Electro Wizard Mini P.E.K.K.A Dark Prince
Guards
Mini P.E.K.K.A Guards Dark Prince Giant Skeleton
Zap Guards Dark Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Dark Prince Giant Skeleton Wizard Guards
Wizard
Guards Electro Wizard Zap Mini P.E.K.K.A Dark Prince Giant Skeleton
Zap Mini P.E.K.K.A Wizard Dark Prince Giant Skeleton 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.)

Guards Giant Skeleton
Zap Electro Wizard
Giant Skeleton
Guards Dark Prince Giant Skeleton
Wizard Zap Dark Prince
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Mini P.E.K.K.A Guards Electro Wizard
Zap Wizard Dark Prince Electro Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Dark Prince Electro Wizard
Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Wizard Dark Prince
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Mini P.E.K.K.A
Zap Wizard
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Guards Dark Prince
Zap Wizard Electro Wizard
Mini P.E.K.K.A Wizard Dark Prince Electro Wizard
Zap Wizard
Zap Giant Skeleton
Dark Prince
Zap Guards Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Dark Prince Giant Skeleton Electro Wizard

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