My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Wizard 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 Wizard Prince 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

Punishments

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

Goblin Gang Hog Rider Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Knight Prince 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.

Goblin Gang Wizard 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 Knight Goblin Gang Hog Rider Electro Wizard Wizard Prince P.E.K.K.A

Shortest cycle

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

12 Zap Knight Goblin Gang Hog Rider

Attack Synergies 8 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.

Zap
Hog Rider Prince P.E.K.K.A Electro Wizard Knight
Knight
Goblin Gang Hog Rider Zap Wizard Prince Electro Wizard
Goblin Gang
Knight Hog Rider Prince P.E.K.K.A
Hog Rider
Zap Knight Goblin Gang Wizard Prince Electro Wizard
Wizard
Knight Hog Rider Prince P.E.K.K.A
Prince
Zap Knight Goblin Gang Hog Rider Wizard Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Wizard
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider Prince

Defense Synergies 3 13

Zap
Electro Wizard Knight Goblin Gang Prince P.E.K.K.A
Knight
Goblin Gang Electro Wizard Zap Wizard
Goblin Gang
Knight Zap Prince P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Knight Prince P.E.K.K.A Electro Wizard
Prince
Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A
Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Knight Goblin Gang Wizard Prince 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 Knight Wizard Electro Wizard
P.E.K.K.A Zap Knight Goblin Gang Prince Electro Wizard
Goblin Gang Prince P.E.K.K.A Knight Electro Wizard
Prince P.E.K.K.A Knight Goblin Gang Electro Wizard
Prince P.E.K.K.A
Goblin Gang Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Prince
Knight Goblin Gang Prince Electro Wizard
Goblin Gang Electro Wizard Zap Knight Wizard
Zap Goblin Gang Wizard Electro Wizard
Prince P.E.K.K.A Zap Knight Goblin Gang Wizard Electro Wizard
Wizard Zap Goblin Gang Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Prince Electro Wizard
Zap Goblin Gang Prince P.E.K.K.A Electro Wizard
Wizard Knight Goblin Gang Prince P.E.K.K.A Electro Wizard
Zap Knight Goblin Gang Wizard Prince Electro Wizard
Zap Wizard Knight Electro Wizard
P.E.K.K.A Prince Electro Wizard
Goblin Gang Wizard Knight Prince 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 Goblin Gang Zap Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Goblin Gang Wizard Prince
Goblin Gang P.E.K.K.A Zap Knight Prince Electro Wizard
Goblin Gang Prince P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Prince
Wizard Zap Goblin Gang Electro Wizard
Goblin Gang Prince P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Prince
Zap P.E.K.K.A Electro Wizard Knight Prince
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Prince
P.E.K.K.A Zap Prince Electro Wizard
Prince P.E.K.K.A Knight Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Zap Knight Prince P.E.K.K.A
Zap Wizard 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.)

Knight
Zap Electro Wizard
Knight Prince
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Goblin Gang Prince Electro Wizard
Zap Knight Wizard Prince Electro Wizard
Zap Wizard
Knight
Zap Prince
Zap Wizard
Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Prince
Wizard
Prince
Zap
Zap Wizard
Zap Wizard Electro Wizard
Zap Wizard Prince
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
P.E.K.K.A Prince
Wizard
Zap Electro Wizard Goblin Gang Prince
Zap Wizard Electro Wizard
Knight Goblin Gang Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince P.E.K.K.A
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard

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