My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone 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.

Zap Arrows Fireball 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.

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

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 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.

Arrows Tombstone 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.

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 The Log Arrows Tombstone Fireball Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Arrows Tombstone

Attack Synergies 11 5

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 The Log
Arrows
Zap Fireball Hog Rider P.E.K.K.A
Tombstone
Fireball
Zap Arrows Hog Rider The Log Electro Wizard
Hog Rider
Zap Arrows Fireball The Log Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard The Log
The Log
Hog Rider Zap Fireball P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider

Defense Synergies 4 12

Zap
Fireball Electro Wizard Arrows Tombstone P.E.K.K.A The Log
Arrows
Zap Tombstone Fireball P.E.K.K.A
Tombstone
Zap Arrows Fireball Electro Wizard
Fireball
Zap The Log Arrows Tombstone Electro Wizard
Hog Rider
P.E.K.K.A
The Log Zap Arrows Electro Wizard
The Log
Fireball P.E.K.K.A Zap Electro Wizard
Electro Wizard
Zap Tombstone Fireball 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.

Zap Tombstone Fireball The Log Electro Wizard
P.E.K.K.A Zap Tombstone The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Arrows Tombstone Fireball P.E.K.K.A The Log
Arrows Fireball The Log Zap Electro Wizard
Electro Wizard Zap Arrows Tombstone Fireball
Zap Arrows Fireball P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone
Electro Wizard
Electro Wizard Zap Arrows Tombstone Fireball The Log
Arrows Zap Fireball Electro Wizard
Tombstone P.E.K.K.A Zap Fireball The Log Electro Wizard
Fireball Zap Arrows Tombstone P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tombstone Electro Wizard
Zap Fireball P.E.K.K.A The Log Electro Wizard
Arrows Tombstone Fireball P.E.K.K.A Electro Wizard
Arrows Tombstone Fireball Zap The Log Electro Wizard
Zap Arrows The Log Tombstone Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Fireball 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.

Zap Tombstone Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows The Log
Tombstone P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Zap Fireball The Log Electro Wizard
P.E.K.K.A Tombstone
Arrows Fireball Zap Electro Wizard
P.E.K.K.A Tombstone Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tombstone Fireball The Log
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap Arrows Fireball The Log Electro Wizard
P.E.K.K.A Tombstone Fireball
Fireball
Tombstone Electro Wizard Zap Fireball P.E.K.K.A The Log
Arrows Zap Fireball 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.)

Fireball Arrows The Log
Arrows Fireball Zap The Log Electro Wizard
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Zap Arrows The Log
Arrows Fireball Zap
Arrows The Log
Arrows Fireball The Log Zap
Arrows Fireball The Log Zap
Fireball Electro Wizard
Zap Arrows Fireball The Log Electro Wizard
Fireball Zap Arrows
Fireball The Log
Arrows Fireball
Zap Arrows Fireball The Log
Zap Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Zap Arrows Fireball The Log Electro Wizard
Zap Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Zap Arrows Fireball The Log
Zap Arrows The Log Fireball
Arrows Fireball The Log Zap Electro Wizard
Fireball Zap Arrows The Log
Fireball Zap Arrows The Log
Zap Arrows Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Arrows Fireball The Log
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball The Log
Zap Electro Wizard Tombstone Fireball
Fireball Zap Arrows Electro Wizard
Arrows The Log Fireball
Fireball Electro Wizard
Arrows The Log Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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