My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Archers Wizard 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.

Skeletons Archers Knight Wizard 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.

Missing

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard

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 Wizard 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Archers Knight Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Fire Spirit Archers Knight

Attack Synergies 5 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.

Skeletons
Fire Spirit
Hog Rider P.E.K.K.A Knight
Archers
Knight Hog Rider P.E.K.K.A
Knight
Archers Hog Rider Fire Spirit Wizard Electro Wizard
Hog Rider
Fire Spirit Knight Archers Wizard Electro Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Archers Wizard
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 3 14

Skeletons
Fire Spirit Archers Knight Wizard P.E.K.K.A Electro Wizard
Fire Spirit
Knight Skeletons P.E.K.K.A Electro Wizard
Archers
Knight Skeletons P.E.K.K.A Electro Wizard
Knight
Fire Spirit Archers Electro Wizard Skeletons Wizard
Hog Rider
Wizard
Skeletons Knight P.E.K.K.A Electro Wizard
P.E.K.K.A
Skeletons Fire Spirit Archers Wizard Electro Wizard
Electro Wizard
Knight Skeletons Fire Spirit Archers Wizard 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.

Knight Wizard Electro Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Archers Knight Electro Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
P.E.K.K.A
Skeletons Fire Spirit Archers Electro Wizard
Electro Wizard Fire Spirit Archers Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Knight Skeletons Fire Spirit Archers Electro Wizard
Archers Electro Wizard Skeletons Knight Wizard
Archers Wizard Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Knight Wizard Electro Wizard
Fire Spirit Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeletons Knight P.E.K.K.A Electro Wizard
Fire Spirit Archers Knight Wizard Electro Wizard
Wizard Fire Spirit Archers Knight Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Archers Knight 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.

Knight Skeletons Archers P.E.K.K.A Electro Wizard
Electro Wizard Archers Knight Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Skeletons Knight
Fire Spirit Wizard Skeletons Archers Electro Wizard
P.E.K.K.A Skeletons Archers Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Skeletons Knight
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Knight Wizard
Wizard Archers
Electro Wizard Skeletons Archers Knight P.E.K.K.A
Archers Wizard 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.)

Knight
Electro Wizard
Knight
Wizard Fire Spirit
Wizard Fire Spirit
Fire Spirit Archers Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Electro Wizard
Knight Wizard Electro Wizard
Fire Spirit Archers Wizard
Fire Spirit Knight
Wizard
Wizard
Fire Spirit Archers Wizard Electro Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Wizard
Wizard Electro Wizard
Wizard
Fire Spirit Archers Wizard Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Fire Spirit Archers
Fire Spirit Archers Wizard Electro Wizard
Knight Wizard Electro Wizard
Wizard
P.E.K.K.A
Electro Wizard
Electro Wizard
Electro Wizard

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