My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Minions Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Arrows 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 Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Minions Cannon Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Arrows Minions

Attack Synergies 10 4

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
Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Fire Spirit Minions
Arrows
Zap Hog Rider P.E.K.K.A
Minions
Hog Rider Zap P.E.K.K.A
Cannon
Hog Rider
Fire Spirit Zap Arrows Minions Electro Wizard
P.E.K.K.A
Fire Spirit Zap Arrows Electro Wizard Minions
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 2 13

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Cannon Electro Wizard Fire Spirit Arrows Minions P.E.K.K.A
Arrows
Zap Cannon P.E.K.K.A
Minions
Zap Cannon P.E.K.K.A Electro Wizard
Cannon
Zap Arrows Minions Electro Wizard
Hog Rider
P.E.K.K.A
Fire Spirit Zap Arrows Minions Electro Wizard
Electro Wizard
Zap Fire Spirit Minions Cannon P.E.K.K.A

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 Minions Cannon Electro Wizard
P.E.K.K.A Zap Minions Cannon Electro Wizard
Cannon P.E.K.K.A Fire Spirit Minions Electro Wizard
Cannon P.E.K.K.A Minions Electro Wizard
Arrows P.E.K.K.A
Arrows Fire Spirit Zap Minions Cannon Electro Wizard
Minions Electro Wizard Fire Spirit Zap Arrows Cannon
Zap Arrows Cannon P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Minions
Fire Spirit Cannon Electro Wizard
Minions Electro Wizard Zap Arrows Cannon
Arrows Minions Zap Electro Wizard
Cannon P.E.K.K.A Fire Spirit Zap Minions Electro Wizard
Fire Spirit Zap Arrows Minions Cannon P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Zap Cannon P.E.K.K.A Electro Wizard
Arrows Minions Cannon P.E.K.K.A Electro Wizard
Fire Spirit Arrows Cannon Zap Minions Electro Wizard
Zap Arrows Fire Spirit Minions Cannon Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Fire Spirit Arrows Minions Cannon 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.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows
P.E.K.K.A Zap Minions Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Cannon
Fire Spirit Arrows Zap Minions Electro Wizard
P.E.K.K.A Minions Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Minions
P.E.K.K.A Cannon
P.E.K.K.A Minions
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Cannon
Cannon
Electro Wizard Zap Minions P.E.K.K.A
Arrows Minions Zap Cannon P.E.K.K.A 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Minions
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Minions Electro Wizard
Zap Arrows Electro Wizard
Fire Spirit Zap Arrows
Fire Spirit
Arrows Minions
Zap Arrows
Zap Arrows
Arrows
Arrows
Minions
Fire Spirit Zap Arrows Electro Wizard
Fire Spirit Zap Arrows
Minions
Arrows
Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Fire Spirit Zap Arrows Electro Wizard
Zap Electro Wizard Minions
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Fire Spirit Minions
Fire Spirit Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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