My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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 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 Goblin Barrel

Damage spells

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

Zap

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

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

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Goblin Barrel

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 Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

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

Shortest cycle

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

9 Fire Spirit Zap Goblin Barrel Guards

Attack Synergies 6 11

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

Defense Synergies 1 9

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Guards Executioner P.E.K.K.A
Hog Rider
Goblin Barrel
Guards
Zap Executioner Electro Wizard
Executioner
Zap Guards
P.E.K.K.A
Fire Spirit Zap Electro Wizard
Electro Wizard
Zap Fire Spirit 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 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
P.E.K.K.A
Fire Spirit Zap Guards Executioner Electro Wizard
Electro Wizard Fire Spirit Zap Executioner
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Fire Spirit Electro Wizard
Guards Executioner Electro Wizard Zap
Executioner Zap Electro Wizard
P.E.K.K.A Fire Spirit Zap Guards Electro Wizard
Fire Spirit Executioner Zap Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Executioner P.E.K.K.A Electro Wizard
Fire Spirit Zap Guards Executioner Electro Wizard
Zap Executioner Fire Spirit Guards Electro Wizard
P.E.K.K.A Electro Wizard
Fire Spirit 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 P.E.K.K.A Electro Wizard
Electro Wizard Zap Executioner
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Guards Executioner
Fire Spirit Executioner Zap Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards Electro Wizard
P.E.K.K.A Guards Executioner
Executioner
Guards Electro Wizard Zap Executioner P.E.K.K.A
Executioner Zap 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.)

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

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