My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Royal Hogs

Damage spells

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

Zap Arrows Fireball

Punishments

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

Hog Rider Royal Hogs Mega Knight

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.

Hog Rider Royal Hogs P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Mega Knight

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.

Arrows P.E.K.K.A Mega Knight

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.

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.

Zap Arrows Fireball Hog Rider Electro Wizard Royal Hogs P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Arrows Fireball Hog Rider

Attack Synergies 11 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.

Zap
Arrows Fireball Hog Rider P.E.K.K.A Electro Wizard Royal Hogs Mega Knight
Arrows
Zap Fireball Hog Rider Royal Hogs P.E.K.K.A Mega Knight
Fireball
Zap Arrows Hog Rider Royal Hogs Electro Wizard Mega Knight
Hog Rider
Zap Arrows Fireball Electro Wizard Mega Knight
Royal Hogs
Arrows Zap Fireball Electro Wizard Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider Royal Hogs Mega Knight
Mega Knight
Zap Arrows Fireball Hog Rider Royal Hogs Electro Wizard

Defense Synergies 4 8

Zap
Fireball Electro Wizard Mega Knight Arrows P.E.K.K.A
Arrows
Mega Knight Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Electro Wizard Mega Knight
Hog Rider
Royal Hogs
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap Fireball P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Fireball Electro Wizard

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 Electro Wizard
P.E.K.K.A Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Arrows Fireball P.E.K.K.A Mega Knight
Arrows Fireball Zap Electro Wizard Mega Knight
Electro Wizard Zap Arrows Fireball
Zap Arrows Fireball P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Mega Knight
Electro Wizard Zap Arrows Fireball Mega Knight
Arrows Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
Fireball Mega Knight Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Mega Knight Zap Electro Wizard
Zap Arrows Fireball Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Fireball 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.

Mega Knight Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight
Arrows Fireball Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball
Fireball Mega Knight
Electro Wizard Zap Fireball P.E.K.K.A
Arrows Mega Knight 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 Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Zap Arrows Mega Knight
Arrows Fireball Zap
Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Electro Wizard
Zap Arrows Fireball Electro Wizard
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Zap Arrows Fireball Electro Wizard Mega Knight
Zap Arrows Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Mega Knight
Arrows Fireball Zap Electro Wizard
Fireball Zap Arrows Mega Knight
Fireball Zap Arrows
Zap Arrows Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Arrows Fireball Mega Knight
Zap Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight
Arrows Fireball
Zap Electro Wizard Fireball
Fireball Zap Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard Mega Knight
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A Mega Knight
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Mega Knight

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