My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon 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 Knight Baby Dragon 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.

Lightning The Log

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.

Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon The Log

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.

Knight Baby Dragon 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.

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.

Skeletons The Log Knight Hog Rider Baby Dragon Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

10 Skeletons The Log Knight Hog Rider

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
Knight
Hog Rider Baby Dragon The Log Electro Wizard
Hog Rider
Knight Lightning The Log Baby Dragon Electro Wizard
Baby Dragon
Knight Hog Rider Lightning P.E.K.K.A Electro Wizard
Lightning
Hog Rider Baby Dragon
P.E.K.K.A
Electro Wizard Baby Dragon The Log
The Log
Hog Rider Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Hog Rider Baby Dragon

Defense Synergies 2 12

Skeletons
Knight Baby Dragon P.E.K.K.A The Log Electro Wizard
Knight
Electro Wizard Skeletons Baby Dragon The Log
Hog Rider
Baby Dragon
Skeletons Knight P.E.K.K.A The Log
Lightning
The Log
P.E.K.K.A
The Log Skeletons Baby Dragon Electro Wizard
The Log
P.E.K.K.A Skeletons Knight Baby Dragon Lightning Electro Wizard
Electro Wizard
Knight Skeletons P.E.K.K.A The Log

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.

Lightning Knight Baby Dragon The Log Electro Wizard
P.E.K.K.A Skeletons Knight The Log Electro Wizard
P.E.K.K.A Skeletons Knight Lightning Electro Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
Lightning P.E.K.K.A The Log
The Log Skeletons Baby Dragon Electro Wizard
Lightning Electro Wizard Baby Dragon
Lightning Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Knight Skeletons Electro Wizard
Electro Wizard Skeletons Knight Baby Dragon The Log
Baby Dragon Electro Wizard
P.E.K.K.A Skeletons Knight Lightning The Log Electro Wizard
Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
Lightning P.E.K.K.A The Log Electro Wizard
Skeletons Knight P.E.K.K.A Electro Wizard
Knight Baby Dragon The Log Electro Wizard
Baby Dragon The Log Knight Electro Wizard
P.E.K.K.A Electro Wizard
Knight Baby Dragon P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Knight Baby Dragon Lightning The Log
P.E.K.K.A Skeletons Knight Lightning The Log Electro Wizard
Lightning P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Skeletons Knight
Skeletons Baby Dragon Electro Wizard
P.E.K.K.A Skeletons Knight Lightning Electro Wizard
P.E.K.K.A Knight
Lightning P.E.K.K.A Electro Wizard Skeletons Knight Baby Dragon The Log
P.E.K.K.A Skeletons
P.E.K.K.A Knight
Lightning P.E.K.K.A The Log Electro Wizard
Lightning P.E.K.K.A Skeletons Knight
Baby Dragon
Electro Wizard Skeletons Knight Baby Dragon Lightning P.E.K.K.A The Log
Baby Dragon P.E.K.K.A The Log 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.)

Lightning Knight Baby Dragon The Log
Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning Knight The Log
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
The Log Baby Dragon Lightning
The Log Lightning
Lightning Electro Wizard
Lightning Knight The Log Electro Wizard
Lightning Baby Dragon
Lightning Knight Baby Dragon The Log
Lightning Baby Dragon
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning
Lightning
Lightning Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning
Lightning The Log
Lightning Baby Dragon The Log
The Log Baby Dragon
The Log Baby Dragon Lightning Electro Wizard
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning Baby Dragon Electro Wizard
Lightning Electro Wizard
Lightning
Lightning The Log
Lightning Electro Wizard
P.E.K.K.A
Lightning The Log
Lightning Electro Wizard
Lightning Baby Dragon Electro Wizard
The Log
Lightning Knight Baby Dragon Electro Wizard
The Log Baby Dragon Lightning
Lightning
P.E.K.K.A
Baby Dragon Lightning The Log Electro Wizard
Lightning Electro Wizard
Lightning Baby Dragon The Log Electro Wizard

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