My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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 Golem Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Zap The Log

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.

Mini P.E.K.K.A Hog Rider Golem

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

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Golem

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.

Skeleton Army

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 The Log Skeleton Army Mini P.E.K.K.A Hog Rider Electro Wizard Wizard Golem

Shortest cycle

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

11 Zap The Log Skeleton Army Mini P.E.K.K.A

Attack Synergies 3 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.

Zap
Hog Rider Electro Wizard Mini P.E.K.K.A Golem The Log
Mini P.E.K.K.A
Zap Hog Rider Wizard Golem The Log Electro Wizard
Hog Rider
Zap The Log Mini P.E.K.K.A Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Hog Rider Golem
Skeleton Army
Golem
Zap Mini P.E.K.K.A Wizard The Log Electro Wizard
The Log
Hog Rider Zap Mini P.E.K.K.A Golem
Electro Wizard
Zap Mini P.E.K.K.A Hog Rider Golem

Defense Synergies 4 10

Zap
Mini P.E.K.K.A Electro Wizard Skeleton Army The Log
Mini P.E.K.K.A
Zap The Log Electro Wizard Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army The Log Electro Wizard
Skeleton Army
Zap Mini P.E.K.K.A Wizard The Log Electro Wizard
Golem
The Log
Mini P.E.K.K.A Zap Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard Skeleton Army The Log

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 The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Zap The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Zap Electro Wizard
Electro Wizard Zap Wizard
Zap The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Wizard
Skeleton Army Electro Wizard Zap Wizard The Log
Zap Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Zap Wizard The Log Electro Wizard
Wizard Skeleton Army Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army Zap Mini P.E.K.K.A The Log Electro Wizard
Wizard Mini P.E.K.K.A Skeleton Army Electro Wizard
Zap Wizard Skeleton Army The Log Electro Wizard
Zap Wizard The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Wizard Skeleton Army Mini P.E.K.K.A The Log 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 Skeleton Army Zap Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Wizard The Log
Skeleton Army Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Zap The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Wizard Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Skeleton Army
Zap Electro Wizard Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Zap The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap Mini P.E.K.K.A The Log
Zap Mini P.E.K.K.A Wizard The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Mini P.E.K.K.A Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard The Log Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
The Log
Mini P.E.K.K.A Wizard Electro Wizard
The Log Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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