My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Missing

Investments

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

Knight Bowler 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

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.

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

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 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.

Arrows Knight Bowler 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Fireball Hog Rider Electro Wizard Bowler P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Knight Fireball

Attack Synergies 11 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.

Zap
Arrows Fireball Hog Rider P.E.K.K.A Electro Wizard Knight Bowler
Arrows
Zap Fireball Hog Rider P.E.K.K.A Knight Bowler
Knight
Hog Rider Zap Arrows Fireball Electro Wizard
Fireball
Zap Arrows Hog Rider Knight Electro Wizard
Hog Rider
Zap Arrows Knight Fireball Bowler Electro Wizard
Bowler
Zap Arrows Hog Rider Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Fireball Hog Rider Bowler

Defense Synergies 3 13

Zap
Fireball Electro Wizard Arrows Knight Bowler P.E.K.K.A
Arrows
Zap Knight Fireball Bowler P.E.K.K.A
Knight
Electro Wizard Zap Arrows Fireball Bowler
Fireball
Zap Arrows Knight Electro Wizard
Hog Rider
Bowler
Zap Arrows Knight Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap Knight Fireball Bowler 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.

Bowler Zap Knight Fireball Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
Bowler P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Bowler Electro Wizard
Arrows Fireball Bowler P.E.K.K.A
Arrows Fireball Bowler Zap Electro Wizard
Electro Wizard Zap Arrows Fireball
Bowler Zap Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Bowler Electro Wizard
Electro Wizard Zap Arrows Knight Fireball Bowler
Arrows Zap Fireball Electro Wizard
Bowler P.E.K.K.A Zap Knight Fireball Electro Wizard
Fireball Bowler Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap Fireball Bowler P.E.K.K.A Electro Wizard
Arrows Knight Fireball Bowler P.E.K.K.A Electro Wizard
Arrows Fireball Zap Knight Bowler Electro Wizard
Zap Arrows Knight Fireball Bowler Electro Wizard
P.E.K.K.A Electro Wizard
Bowler Arrows Knight Fireball 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.

Knight Zap Fireball Bowler P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Knight Bowler
P.E.K.K.A Zap Knight Bowler Electro Wizard
Bowler P.E.K.K.A Zap Knight Fireball Electro Wizard
P.E.K.K.A Knight Bowler
Arrows Fireball Zap Electro Wizard
P.E.K.K.A Knight Fireball Bowler Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Fireball
P.E.K.K.A
P.E.K.K.A Knight Bowler
P.E.K.K.A Zap Arrows Fireball Bowler Electro Wizard
Bowler P.E.K.K.A Knight Fireball
Fireball Bowler
Electro Wizard Zap Knight Fireball Bowler P.E.K.K.A
Arrows Bowler Zap Fireball 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.)

Fireball Arrows Knight
Arrows Fireball Zap Bowler Electro Wizard
Arrows Fireball
Arrows Knight Fireball
Fireball Zap Arrows Bowler
Arrows Fireball Zap
Arrows Bowler
Arrows Fireball Zap Bowler
Arrows Fireball Zap
Fireball Bowler Electro Wizard
Zap Arrows Knight Fireball Bowler Electro Wizard
Fireball Zap Arrows
Knight Fireball Bowler
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Bowler
Arrows Fireball Bowler
Arrows Fireball
Zap Arrows Fireball Bowler Electro Wizard
Zap Arrows Fireball Bowler
Fireball Bowler
Arrows Fireball
Bowler
Zap Arrows Fireball
Zap Arrows Fireball Bowler
Arrows Fireball Zap Bowler Electro Wizard
Fireball Zap Arrows Bowler
Fireball Zap Arrows
Zap Arrows Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball Bowler
Zap Arrows Fireball
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Bowler
Zap Electro Wizard Fireball
Fireball Zap Arrows Electro Wizard
Arrows Fireball
Fireball Knight Bowler Electro Wizard
Arrows Zap Fireball Bowler
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Bowler Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Bowler Electro Wizard

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