My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Hunter Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Hunter 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 Arrows

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.

Fire Spirit Mini P.E.K.K.A Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Hunter

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 Arrows Tombstone Mini 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Tombstone Mini P.E.K.K.A Hog Rider Hunter Electro Wizard

Shortest cycle

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

9 Fire Spirit Zap Arrows Tombstone

Attack Synergies 5 10

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 Zap Mini P.E.K.K.A
Zap
Arrows Hog Rider Electro Wizard Fire Spirit Mini P.E.K.K.A Hunter
Arrows
Zap Hog Rider Mini P.E.K.K.A
Tombstone
Mini P.E.K.K.A
Fire Spirit Zap Arrows Hog Rider Hunter Electro Wizard
Hog Rider
Fire Spirit Zap Arrows Mini P.E.K.K.A Hunter Electro Wizard
Hunter
Zap Mini P.E.K.K.A Hog Rider
Electro Wizard
Zap Mini P.E.K.K.A Hog Rider

Defense Synergies 3 12

Fire Spirit
Zap Mini P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Fire Spirit Arrows Tombstone Hunter
Arrows
Zap Tombstone Mini P.E.K.K.A
Tombstone
Zap Arrows Hunter Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Fire Spirit Arrows Hunter
Hog Rider
Hunter
Zap Tombstone Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Fire Spirit Tombstone Hunter

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 Tombstone Electro Wizard
Mini P.E.K.K.A Hunter Zap Tombstone Electro Wizard
Mini P.E.K.K.A Hunter Fire Spirit Tombstone Electro Wizard
Mini P.E.K.K.A Hunter Tombstone Electro Wizard
Arrows Tombstone Mini P.E.K.K.A
Arrows Fire Spirit Zap Hunter Electro Wizard
Hunter Electro Wizard Fire Spirit Zap Arrows Tombstone
Zap Arrows Electro Wizard
Mini P.E.K.K.A Hunter Tombstone
Fire Spirit Mini P.E.K.K.A Hunter Electro Wizard
Electro Wizard Zap Arrows Tombstone Hunter
Arrows Hunter Zap Electro Wizard
Tombstone Mini P.E.K.K.A Hunter Fire Spirit Zap Electro Wizard
Fire Spirit Zap Arrows Tombstone Mini P.E.K.K.A Hunter Electro Wizard
Mini P.E.K.K.A Tombstone Hunter Electro Wizard
Zap Mini P.E.K.K.A Hunter Electro Wizard
Arrows Tombstone Mini P.E.K.K.A Hunter Electro Wizard
Fire Spirit Arrows Tombstone Zap Hunter Electro Wizard
Zap Arrows Hunter Fire Spirit Tombstone Electro Wizard
Mini P.E.K.K.A Hunter Electro Wizard
Fire Spirit Arrows Mini P.E.K.K.A Hunter 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 Zap Tombstone Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Hunter
Tombstone Zap Mini P.E.K.K.A Hunter Electro Wizard
Mini P.E.K.K.A Hunter Zap Electro Wizard
Tombstone Mini P.E.K.K.A Hunter
Fire Spirit Arrows Zap Hunter Electro Wizard
Mini P.E.K.K.A Tombstone Hunter Electro Wizard
Mini P.E.K.K.A Hunter
Zap Electro Wizard Tombstone Mini P.E.K.K.A
Tombstone
Tombstone Mini P.E.K.K.A Hunter
Zap Arrows Electro Wizard
Mini P.E.K.K.A Tombstone Hunter
Tombstone Electro Wizard Zap Mini P.E.K.K.A Hunter
Arrows Zap Mini P.E.K.K.A Hunter 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 Zap Electro Wizard
Arrows
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Hunter
Fire Spirit Arrows
Arrows Fire Spirit Zap Hunter
Arrows Zap
Fire Spirit Mini P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard
Fire Spirit Zap Arrows
Fire Spirit Hunter
Arrows
Zap Arrows
Zap Arrows Hunter
Arrows
Arrows
Mini P.E.K.K.A
Fire Spirit Zap Arrows Mini P.E.K.K.A Hunter Electro Wizard
Fire Spirit Zap Arrows
Arrows
Zap Arrows
Zap Arrows Fire Spirit Hunter
Arrows Zap Hunter Electro Wizard
Zap Arrows
Zap Arrows
Fire Spirit Zap Arrows Hunter Electro Wizard
Zap Electro Wizard
Mini P.E.K.K.A
Zap Arrows Hunter
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Fire Spirit Tombstone
Fire Spirit Zap Arrows Hunter Electro Wizard
Arrows
Mini P.E.K.K.A Hunter Electro Wizard
Arrows Zap
Zap Arrows
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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