My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Minions Witch 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.

Knight Witch 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

Damage spells

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

The Log

Punishments

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

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.

Fire Spirit Knight 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

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
Minions Hog Rider
Giant Snowball
Fire Spirit Minions Hog Rider Witch
Zap
Fire Spirit Minions Witch
Barbarian Barrel
Fire Spirit Knight Witch Electro Wizard
The Log
Fire Spirit Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Fire Spirit Minions Witch
Royal Delivery
Fire Spirit Knight Minions Hog Rider Witch P.E.K.K.A Electro Wizard
Fireball
Minions Hog Rider Witch Electro Wizard
Poison
Minions Witch Electro Wizard
Lightning
Knight Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Knight 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.

Fire Spirit Minions Witch 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.

Fire Spirit The Log Knight Minions Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Knight Minions

Attack Synergies 7 9

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.

Fire Spirit
Hog Rider P.E.K.K.A Knight
Knight
Minions Hog Rider Fire Spirit Witch The Log Electro Wizard
Minions
Knight Hog Rider P.E.K.K.A
Hog Rider
Fire Spirit Knight Minions The Log Witch Electro Wizard
Witch
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Minions Witch The Log
The Log
Hog Rider Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 4 12

Fire Spirit
Knight P.E.K.K.A The Log Electro Wizard
Knight
Fire Spirit Minions Electro Wizard Witch The Log
Minions
Knight P.E.K.K.A The Log Electro Wizard
Hog Rider
Witch
Knight The Log Electro Wizard
P.E.K.K.A
The Log Fire Spirit Minions Electro Wizard
The Log
P.E.K.K.A Fire Spirit Knight Minions Witch Electro Wizard
Electro Wizard
Knight Fire Spirit Minions Witch P.E.K.K.A 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.

Knight Minions The Log Electro Wizard
P.E.K.K.A Knight Minions Witch The Log Electro Wizard
Witch P.E.K.K.A Fire Spirit Knight Minions Electro Wizard
Witch P.E.K.K.A Knight Minions Electro Wizard
P.E.K.K.A The Log
The Log Fire Spirit Minions Electro Wizard
Minions Electro Wizard Fire Spirit Witch
P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Minions
Knight Fire Spirit Electro Wizard
Minions Witch Electro Wizard Knight The Log
Minions Witch Electro Wizard
P.E.K.K.A Fire Spirit Knight Minions Witch The Log Electro Wizard
Fire Spirit Minions Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A The Log Electro Wizard
Knight Minions Witch P.E.K.K.A Electro Wizard
Fire Spirit Knight Minions Witch The Log Electro Wizard
Witch The Log Fire Spirit Knight Minions Electro Wizard
P.E.K.K.A Electro Wizard
Fire Spirit Knight Minions Witch 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.

Knight Witch P.E.K.K.A Electro Wizard
Electro Wizard Knight The Log
P.E.K.K.A Knight Minions Witch The Log Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight Witch
Fire Spirit Minions Witch Electro Wizard
P.E.K.K.A Knight Minions Witch Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Minions Witch The Log
Witch P.E.K.K.A
P.E.K.K.A Knight Minions Witch
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Witch
Witch
Witch Electro Wizard Knight Minions P.E.K.K.A The Log
Minions Witch P.E.K.K.A 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
Fire Spirit The Log
Fire Spirit Minions Witch
Fire Spirit Witch The Log
The Log Fire Spirit
The Log
Fire Spirit Minions Electro Wizard
Knight The Log Electro Wizard
Fire Spirit
Fire Spirit Knight The Log
Minions
The Log
Witch The Log
The Log
Minions
Fire Spirit The Log Electro Wizard
Fire Spirit Witch The Log
Minions The Log
The Log
The Log
The Log Fire Spirit Witch
Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Fire Spirit Witch Electro Wizard
Electro Wizard Minions Witch
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Fire Spirit Minions Witch
Fire Spirit Witch Electro Wizard
The Log
Knight Electro Wizard
The Log
P.E.K.K.A
Minions Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard

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