My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Firecracker Electro Wizard Inferno Dragon

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.

Spear Goblins Bats Firecracker P.E.K.K.A Electro Wizard Inferno Dragon

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

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.

Spear Goblins 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.

Firecracker 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
Spear Goblins Bats Hog Rider Inferno Dragon
Giant Snowball
Spear Goblins Bats Hog Rider Inferno Dragon
Zap
Spear Goblins Bats Firecracker Inferno Dragon
Barbarian Barrel
Spear Goblins Firecracker Electro Wizard
The Log
Spear Goblins Firecracker Hog Rider
Earthquake
Spear Goblins Firecracker Hog Rider
Arrows
Spear Goblins Bats Firecracker
Royal Delivery
Spear Goblins Bats Firecracker Hog Rider P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Firecracker Hog Rider Electro Wizard Inferno Dragon
Poison
Spear Goblins Bats Firecracker Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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.

Spear Goblins Bats P.E.K.K.A Inferno Dragon

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Zap Firecracker Hog Rider Electro Wizard Inferno Dragon P.E.K.K.A

Shortest cycle

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

9 Spear Goblins Bats Zap Firecracker

Attack Synergies 8 10

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.

Spear Goblins
Hog Rider Zap Firecracker Inferno Dragon
Bats
Hog Rider Zap Firecracker P.E.K.K.A Inferno Dragon
Zap
Firecracker Hog Rider P.E.K.K.A Electro Wizard Spear Goblins Bats
Firecracker
Zap Hog Rider Spear Goblins Bats P.E.K.K.A Inferno Dragon
Hog Rider
Spear Goblins Bats Zap Firecracker Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider
Inferno Dragon
Spear Goblins Bats Firecracker

Defense Synergies 1 18

Spear Goblins
Bats Zap Firecracker P.E.K.K.A Electro Wizard Inferno Dragon
Bats
Spear Goblins Zap Firecracker P.E.K.K.A Electro Wizard Inferno Dragon
Zap
Electro Wizard Spear Goblins Bats Firecracker P.E.K.K.A Inferno Dragon
Firecracker
Spear Goblins Bats Zap P.E.K.K.A Electro Wizard
Hog Rider
P.E.K.K.A
Spear Goblins Bats Zap Firecracker Electro Wizard
Electro Wizard
Zap Spear Goblins Bats Firecracker P.E.K.K.A Inferno Dragon
Inferno Dragon
Spear Goblins Bats Zap 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.

Spear Goblins Zap Firecracker Electro Wizard
P.E.K.K.A Inferno Dragon Bats Zap Firecracker Electro Wizard
P.E.K.K.A Bats Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Firecracker Electro Wizard
Firecracker P.E.K.K.A
Spear Goblins Bats Zap Firecracker Electro Wizard
Bats Electro Wizard Inferno Dragon Spear Goblins Zap Firecracker
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon
Spear Goblins Firecracker Electro Wizard
Bats Electro Wizard Spear Goblins Zap Firecracker
Inferno Dragon Spear Goblins Bats Zap Firecracker Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
Bats Zap Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard
Zap P.E.K.K.A Electro Wizard Inferno Dragon
Bats Firecracker P.E.K.K.A Electro Wizard
Spear Goblins Bats Zap Firecracker Electro Wizard
Zap Spear Goblins Bats Firecracker Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Spear Goblins Bats Firecracker 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.

Spear Goblins Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Firecracker Inferno Dragon
P.E.K.K.A Spear Goblins Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Inferno Dragon
Firecracker Bats Zap Electro Wizard
P.E.K.K.A Spear Goblins Bats Electro Wizard
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Spear Goblins Bats Firecracker Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Spear Goblins Bats Zap Firecracker P.E.K.K.A Inferno Dragon
Bats Zap Firecracker P.E.K.K.A Electro Wizard Inferno Dragon

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.)

Firecracker
Firecracker Zap Electro Wizard
Firecracker
Zap Firecracker
Firecracker Spear Goblins Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Spear Goblins Zap Firecracker
Firecracker
Bats
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Inferno Dragon
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Bats Zap Firecracker Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Zap Electro Wizard Spear Goblins Bats
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Electro Wizard
Firecracker Bats Zap Electro Wizard
Zap Firecracker Electro Wizard

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