My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Executioner 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.

Executioner 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.

Zap Fireball

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.

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Executioner

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 Guards Executioner 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.

Fireball

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 Fireball 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 Zap Guards Fireball Hog Rider Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Zap Guards Fireball

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap
Zap
Fireball Hog Rider P.E.K.K.A Electro Wizard Fire Spirit Guards Executioner
Fireball
Zap Hog Rider Electro Wizard
Hog Rider
Fire Spirit Zap Fireball Guards Executioner Electro Wizard
Guards
Zap Hog Rider
Executioner
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Executioner
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider

Defense Synergies 2 10

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Guards Executioner P.E.K.K.A
Fireball
Zap Electro Wizard
Hog Rider
Guards
Zap Executioner Electro Wizard
Executioner
Zap Guards
P.E.K.K.A
Fire Spirit Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Fireball Guards P.E.K.K.A

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 Fireball Executioner Electro Wizard
P.E.K.K.A Zap Executioner Electro Wizard
P.E.K.K.A Fire Spirit Executioner Electro Wizard
P.E.K.K.A Guards Electro Wizard
Fireball P.E.K.K.A
Fireball Fire Spirit Zap Guards Executioner Electro Wizard
Electro Wizard Fire Spirit Zap Fireball Executioner
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Fire Spirit Electro Wizard
Guards Executioner Electro Wizard Zap Fireball
Executioner Zap Fireball Electro Wizard
P.E.K.K.A Fire Spirit Zap Fireball Guards Electro Wizard
Fire Spirit Fireball Executioner Zap Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Fireball Executioner P.E.K.K.A Electro Wizard
Fire Spirit Fireball Zap Guards Executioner Electro Wizard
Zap Executioner Fire Spirit Fireball Guards Electro Wizard
P.E.K.K.A Electro Wizard
Fire Spirit Fireball Guards Executioner 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.

Guards Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Executioner
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Guards Executioner
Fire Spirit Fireball Executioner Zap Electro Wizard
Guards P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Fireball Guards Electro Wizard
P.E.K.K.A Fireball Guards Executioner
Fireball Executioner
Guards Electro Wizard Zap Fireball Executioner P.E.K.K.A
Executioner Zap Fireball 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.)

Fireball Guards
Fireball Zap Executioner Electro Wizard
Fireball
Fireball Guards
Fireball Executioner Fire Spirit Zap
Fireball Executioner Fire Spirit Zap
Fire Spirit Executioner
Fireball Fire Spirit Zap Executioner
Fireball Zap
Fire Spirit Fireball Guards Electro Wizard
Zap Fireball Electro Wizard
Fireball Fire Spirit Zap Executioner
Fire Spirit Fireball Executioner
Fireball
Zap Fireball
Zap Fireball Executioner
Fireball Executioner
Fireball
Fire Spirit Zap Fireball Executioner Electro Wizard
Fire Spirit Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Fireball Executioner
Fireball Zap Executioner Electro Wizard
Fireball Zap
Fireball Zap
Fire Spirit Zap Fireball Executioner Electro Wizard
Zap Electro Wizard Fireball Guards
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fire Spirit Fireball Guards
Fireball Fire Spirit Zap Executioner Electro Wizard
Fireball
Fireball Executioner Electro Wizard
Zap Fireball Executioner
Zap Fireball
Executioner P.E.K.K.A
Zap Fireball Guards Electro Wizard
Zap Fireball Executioner Electro Wizard
Zap Fireball Executioner Electro Wizard

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