My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers 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.

Archers Knight Wizard P.E.K.K.A

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 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.

Missing

Dropped at the bridge

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

Fire Spirit Knight 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

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
Archers Hog Rider
Giant Snowball
Fire Spirit Archers Hog Rider
Zap
Fire Spirit Archers
Barbarian Barrel
Fire Spirit Archers Knight Wizard
The Log
Fire Spirit Archers Hog Rider
Earthquake
Archers Hog Rider
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Knight Hog Rider Wizard P.E.K.K.A
Fireball
Archers Hog Rider Wizard
Poison
Archers Wizard
Lightning
Knight Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Knight 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.

Fire Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Archers Knight Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 7 12

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap Knight
Zap
Hog Rider P.E.K.K.A Fire Spirit Archers Knight The Log
Archers
Knight Zap Hog Rider P.E.K.K.A
Knight
Archers Hog Rider Fire Spirit Zap Wizard The Log
Hog Rider
Fire Spirit Zap Knight The Log Archers Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Archers Wizard The Log
The Log
Hog Rider Zap Knight P.E.K.K.A

Defense Synergies 3 13

Fire Spirit
Knight Zap P.E.K.K.A The Log
Zap
Fire Spirit Archers Knight P.E.K.K.A The Log
Archers
Knight Zap P.E.K.K.A The Log
Knight
Fire Spirit Archers Zap Wizard The Log
Hog Rider
Wizard
Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Fire Spirit Zap Archers Wizard
The Log
P.E.K.K.A Fire Spirit Zap Archers Knight 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 Knight Wizard The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Fire Spirit Archers Knight
P.E.K.K.A Knight
P.E.K.K.A The Log
The Log Fire Spirit Zap Archers
Fire Spirit Zap Archers Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A
Knight Fire Spirit Archers
Archers Zap Knight Wizard The Log
Zap Archers Wizard
P.E.K.K.A Fire Spirit Zap Knight Wizard The Log
Fire Spirit Wizard Zap P.E.K.K.A The Log
P.E.K.K.A Knight
Zap P.E.K.K.A The Log
Wizard Knight P.E.K.K.A
Fire Spirit Zap Archers Knight Wizard The Log
Zap Wizard The Log Fire Spirit Archers Knight
P.E.K.K.A
Wizard Fire Spirit Archers Knight P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Zap Archers P.E.K.K.A
Zap Archers Knight Wizard The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Zap Knight The Log
P.E.K.K.A Knight
Fire Spirit Wizard Zap Archers
P.E.K.K.A Archers Knight
P.E.K.K.A Knight
Zap P.E.K.K.A Knight The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap The Log
P.E.K.K.A Knight Wizard
Wizard Archers
Zap Archers Knight P.E.K.K.A The Log
Zap Archers Wizard P.E.K.K.A The Log

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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit
Zap Knight Wizard The Log
Fire Spirit Zap Archers Wizard
Fire Spirit Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Fire Spirit Zap Archers Wizard The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Archers Wizard
Zap Wizard
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Fire Spirit Archers
Fire Spirit Zap Archers Wizard
The Log
Knight Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log
Zap
Zap The Log

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