My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman

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 Dragon

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 Wizard Electro Dragon P.E.K.K.A

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 Tornado 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.

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Electro Dragon The Log

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.

Knight Tornado 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.

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.

Zap The Log Knight Tornado Hog Rider Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Tornado

Attack Synergies 7 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 Tornado P.E.K.K.A Knight Electro Dragon The Log
Knight
Hog Rider Zap Wizard Electro Dragon The Log
Hog Rider
Zap Knight The Log Wizard Tornado
Wizard
Tornado Knight Hog Rider P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A Hog Rider Electro Dragon The Log
Electro Dragon
Zap Knight Tornado P.E.K.K.A
P.E.K.K.A
Zap Tornado Wizard Electro Dragon The Log
The Log
Hog Rider Zap Knight Tornado P.E.K.K.A

Defense Synergies 4 13

Zap
Knight Tornado Electro Dragon P.E.K.K.A The Log
Knight
Electro Dragon Zap Wizard Tornado The Log
Hog Rider
Wizard
Tornado Knight P.E.K.K.A The Log
Tornado
Wizard P.E.K.K.A Zap Knight Electro Dragon The Log
Electro Dragon
Knight Zap Tornado The Log
P.E.K.K.A
Tornado The Log Zap Wizard
The Log
P.E.K.K.A Zap Knight Wizard Tornado Electro Dragon

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 Knight Wizard Electro Dragon The Log
P.E.K.K.A Zap Knight Electro Dragon The Log
Tornado P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Knight Electro Dragon
Tornado P.E.K.K.A The Log
Tornado The Log Zap Electro Dragon
Tornado Zap Wizard Electro Dragon
Zap Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Tornado
Knight Tornado
Zap Knight Wizard Tornado Electro Dragon The Log
Zap Wizard Tornado Electro Dragon
P.E.K.K.A Zap Knight Wizard Electro Dragon The Log
Wizard Zap Tornado Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Knight
Tornado Zap P.E.K.K.A The Log
Wizard Knight Tornado Electro Dragon P.E.K.K.A
Zap Knight Wizard Tornado Electro Dragon The Log
Zap Wizard Tornado The Log Knight Electro Dragon
P.E.K.K.A Tornado
Wizard Knight Electro Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Zap Knight Wizard Electro Dragon The Log
P.E.K.K.A Zap Knight Electro Dragon The Log
P.E.K.K.A Zap Knight Tornado The Log
P.E.K.K.A Knight
Wizard Zap Tornado Electro Dragon
P.E.K.K.A Knight
P.E.K.K.A Knight
Zap Electro Dragon P.E.K.K.A Knight Tornado The Log
P.E.K.K.A
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Zap Tornado The Log
P.E.K.K.A Knight Wizard
Wizard Electro Dragon
Electro Dragon Zap Knight Tornado P.E.K.K.A The Log
Zap Wizard Electro Dragon P.E.K.K.A The Log

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 Electro Dragon The Log
Zap Tornado Electro Dragon The Log
Electro Dragon The Log
Knight The Log
Wizard Zap The Log
Wizard Zap Tornado Electro Dragon
Wizard Tornado The Log
The Log Zap Wizard Tornado Electro Dragon
The Log Zap Wizard Tornado Electro Dragon
Tornado Electro Dragon
Zap Knight Wizard Tornado Electro Dragon The Log
Zap Wizard Tornado Electro Dragon
Knight The Log
Electro Dragon
Zap The Log
Zap Wizard Electro Dragon The Log
Wizard Electro Dragon The Log
Tornado
Zap Wizard Electro Dragon The Log
Zap Wizard Tornado Electro Dragon The Log
The Log
Wizard Tornado
Tornado The Log
Zap Electro Dragon The Log
Zap Tornado The Log Wizard Electro Dragon
The Log Zap Wizard Tornado Electro Dragon
Zap Wizard Tornado Electro Dragon The Log
Zap Tornado The Log
Zap Wizard Tornado Electro Dragon
Zap Electro Dragon Wizard
Zap Wizard Electro Dragon The Log
Zap Electro Dragon
P.E.K.K.A
Wizard The Log
Zap Electro Dragon
Zap Wizard Tornado Electro Dragon
The Log
Knight Wizard Electro Dragon
The Log Zap Wizard Electro Dragon
Zap Tornado
Electro Dragon P.E.K.K.A
Zap Electro Dragon Tornado The Log
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado The Log

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