My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Witch 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.

Witch Bowler 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 Tornado

Punishments

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

Goblin Gang Mini P.E.K.K.A 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.

Goblin Gang Mini P.E.K.K.A Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler

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.

Mini P.E.K.K.A Tornado Bowler

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.

Goblin Gang Witch 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 Goblin Gang Tornado Mini P.E.K.K.A Hog Rider Electro Wizard Witch Bowler

Shortest cycle

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

12 Zap Goblin Gang Tornado Mini P.E.K.K.A

Attack Synergies 4 17

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
Hog Rider Tornado Electro Wizard Mini P.E.K.K.A Witch Bowler
Goblin Gang
Hog Rider Mini P.E.K.K.A Bowler
Mini P.E.K.K.A
Zap Goblin Gang Hog Rider Tornado Bowler Electro Wizard
Hog Rider
Zap Goblin Gang Mini P.E.K.K.A Tornado Witch Bowler Electro Wizard
Tornado
Zap Mini P.E.K.K.A Hog Rider Witch Bowler
Witch
Zap Hog Rider Tornado Bowler
Bowler
Zap Goblin Gang Mini P.E.K.K.A Hog Rider Tornado Witch Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Hog Rider Bowler

Defense Synergies 4 14

Zap
Mini P.E.K.K.A Electro Wizard Goblin Gang Tornado Witch Bowler
Goblin Gang
Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Goblin Gang Tornado Witch Bowler
Hog Rider
Tornado
Bowler Zap Mini P.E.K.K.A Witch Electro Wizard
Witch
Zap Mini P.E.K.K.A Tornado Bowler Electro Wizard
Bowler
Tornado Zap Mini P.E.K.K.A Witch Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Goblin Gang Tornado Witch Bowler

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.

Bowler Zap Electro Wizard
Mini P.E.K.K.A Zap Goblin Gang Witch Electro Wizard
Goblin Gang Mini P.E.K.K.A Tornado Witch Bowler Electro Wizard
Mini P.E.K.K.A Witch Goblin Gang Bowler Electro Wizard
Mini P.E.K.K.A Tornado Bowler
Goblin Gang Tornado Bowler Zap Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Witch
Bowler Zap Electro Wizard
Mini P.E.K.K.A Witch Goblin Gang Tornado
Goblin Gang Tornado Mini P.E.K.K.A Bowler Electro Wizard
Goblin Gang Witch Electro Wizard Zap Tornado Bowler
Zap Goblin Gang Tornado Witch Electro Wizard
Mini P.E.K.K.A Bowler Zap Goblin Gang Witch Electro Wizard
Bowler Zap Goblin Gang Mini P.E.K.K.A Tornado Witch Electro Wizard
Mini P.E.K.K.A Goblin Gang Electro Wizard
Tornado Zap Goblin Gang Mini P.E.K.K.A Bowler Electro Wizard
Goblin Gang Mini P.E.K.K.A Tornado Witch Bowler Electro Wizard
Zap Goblin Gang Tornado Witch Bowler Electro Wizard
Zap Tornado Witch Bowler Electro Wizard
Mini P.E.K.K.A Tornado Electro Wizard
Goblin Gang Bowler Mini P.E.K.K.A Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Zap Witch Bowler Electro Wizard
Electro Wizard Zap Goblin Gang Mini P.E.K.K.A Bowler
Goblin Gang Zap Mini P.E.K.K.A Witch Bowler Electro Wizard
Goblin Gang Mini P.E.K.K.A Bowler Zap Tornado Electro Wizard
Goblin Gang Mini P.E.K.K.A Witch Bowler
Zap Goblin Gang Tornado Witch Electro Wizard
Goblin Gang Mini P.E.K.K.A Witch Bowler Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Mini P.E.K.K.A Tornado Witch
Witch Goblin Gang
Mini P.E.K.K.A Witch Bowler
Zap Tornado Bowler Electro Wizard
Mini P.E.K.K.A Bowler Goblin Gang Witch
Witch Bowler
Goblin Gang Witch Electro Wizard Zap Mini P.E.K.K.A Tornado Bowler
Bowler Zap Mini P.E.K.K.A Witch 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.)

Zap Tornado Bowler Electro Wizard
Zap Bowler
Zap Tornado Witch
Tornado Witch Bowler
Zap Tornado Bowler
Zap Tornado
Goblin Gang Mini P.E.K.K.A Tornado Bowler Electro Wizard
Zap Tornado Bowler Electro Wizard
Zap Tornado
Bowler
Zap
Zap Witch Bowler
Bowler
Tornado
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Bowler Electro Wizard
Zap Tornado Witch Bowler
Bowler
Tornado
Tornado Bowler
Zap
Zap Tornado Witch Bowler
Witch
Zap Tornado Witch Bowler Electro Wizard
Zap Tornado Witch Bowler
Zap Tornado
Zap Tornado Witch Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A Bowler
Zap
Zap Electro Wizard
Bowler
Zap Electro Wizard Goblin Gang Witch
Zap Tornado Witch Electro Wizard
Goblin Gang Mini P.E.K.K.A Bowler Electro Wizard
Zap Bowler
Zap Tornado
Zap Goblin Gang Tornado Witch Bowler Electro Wizard
Zap Tornado Witch Electro Wizard
Zap Tornado Witch Bowler Electro Wizard

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