My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang 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 P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Hog Rider Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblin Gang Hog Rider P.E.K.K.A

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 Electro Wizard Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado

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 Tornado P.E.K.K.A

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.

Graveyard

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 Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Tornado Hog Rider Electro Wizard Wizard Graveyard P.E.K.K.A

Shortest cycle

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

13 Arrows Goblin Gang Tornado Hog Rider

Attack Synergies 8 8

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 Graveyard
Goblin Gang
Hog Rider P.E.K.K.A
Hog Rider
Arrows Goblin Gang Wizard Tornado Electro Wizard Graveyard
Wizard
Tornado Hog Rider P.E.K.K.A
Tornado
Wizard P.E.K.K.A Hog Rider Graveyard
P.E.K.K.A
Arrows Tornado Electro Wizard Goblin Gang Wizard Graveyard
Electro Wizard
P.E.K.K.A Graveyard Hog Rider
Graveyard
Arrows Electro Wizard Hog Rider Tornado P.E.K.K.A

Defense Synergies 2 8

Arrows
Tornado P.E.K.K.A
Goblin Gang
P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Tornado P.E.K.K.A Electro Wizard
Tornado
Wizard P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Tornado Arrows Goblin Gang Wizard Electro Wizard
Electro Wizard
Goblin Gang Wizard Tornado P.E.K.K.A
Graveyard

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.

Wizard Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Goblin Gang Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Goblin Gang Tornado Electro Wizard
Tornado Electro Wizard Arrows Goblin Gang Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Electro Wizard
Goblin Gang Electro Wizard Arrows Wizard Tornado
Arrows Goblin Gang Wizard Tornado Electro Wizard
P.E.K.K.A Goblin Gang Wizard Electro Wizard
Wizard Arrows Goblin Gang Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Tornado Goblin Gang P.E.K.K.A Electro Wizard
Wizard Arrows Goblin Gang Tornado P.E.K.K.A Electro Wizard
Arrows Goblin Gang Wizard Tornado Electro Wizard
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Goblin Gang Wizard Arrows 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.

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Goblin Gang
Arrows Wizard Goblin Gang Tornado Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Arrows Tornado Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Tornado P.E.K.K.A
Arrows Wizard P.E.K.K.A 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.)

Arrows
Arrows Tornado Electro Wizard
Arrows
Arrows
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Goblin Gang Tornado Electro Wizard
Arrows Wizard Tornado Electro Wizard
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard Electro Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Wizard
Arrows Wizard Tornado Electro Wizard
Arrows Wizard Tornado
Arrows Tornado
Arrows Wizard Tornado Electro Wizard
Electro Wizard Wizard
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Goblin Gang
Arrows Wizard Tornado Electro Wizard
Arrows
Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Goblin Gang Tornado Electro Wizard
Tornado Electro Wizard
Tornado Electro Wizard

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