My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Wizard Ice 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 P.E.K.K.A Ice Wizard 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.

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.

Electro 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.

Electro Spirit 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
Electro Spirit Knight Wizard Ice Wizard Electro Wizard
The Log
Electro Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Knight Hog Rider Wizard P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Hog Rider Wizard Ice Wizard Electro Wizard
Poison
Wizard Ice Wizard Electro Wizard
Lightning
Knight Wizard Ice Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard Ice Wizard

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.

Electro Spirit Knight P.E.K.K.A Ice Wizard

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.

Wizard Ice 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.

Electro Spirit Zap Knight Ice Wizard Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Knight Ice Wizard

Attack Synergies 5 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.

Electro Spirit
Zap Hog Rider P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Electro Spirit Knight Ice Wizard
Knight
Hog Rider Zap Wizard Ice Wizard Electro Wizard
Hog Rider
Zap Knight Electro Spirit Wizard Electro Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Electro Spirit Wizard Ice Wizard
Ice Wizard
Zap Knight P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 3 11

Electro Spirit
Zap Electro Wizard
Zap
Electro Wizard Electro Spirit Knight P.E.K.K.A Ice Wizard
Knight
Ice Wizard Electro Wizard Zap Wizard
Hog Rider
Wizard
Knight P.E.K.K.A Ice Wizard Electro Wizard
P.E.K.K.A
Zap Wizard Ice Wizard Electro Wizard
Ice Wizard
Knight Zap Wizard P.E.K.K.A
Electro Wizard
Zap Knight Electro Spirit Wizard 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 Ice Wizard Electro Wizard
P.E.K.K.A Knight Ice Wizard Electro Wizard
P.E.K.K.A Knight Ice Wizard Electro Wizard
P.E.K.K.A
Electro Spirit Zap Ice Wizard Electro Wizard
Electro Wizard Electro Spirit Zap Wizard Ice Wizard
Electro Spirit Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Ice Wizard
Knight Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Electro Spirit Zap Knight Wizard
Zap Wizard Ice Wizard Electro Wizard
P.E.K.K.A Zap Knight Wizard Ice Wizard Electro Wizard
Wizard Electro Spirit Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Knight P.E.K.K.A Electro Wizard
Electro Spirit Zap Knight Wizard Ice Wizard Electro Wizard
Zap Wizard Electro Spirit Knight Ice Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Electro Spirit Knight 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 P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight
Wizard Electro Spirit Zap Ice Wizard Electro Wizard
P.E.K.K.A Knight Ice Wizard Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Electro Spirit Knight
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Wizard
Wizard
Electro Wizard Electro Spirit Zap Knight P.E.K.K.A
Electro Spirit Zap Wizard P.E.K.K.A Ice Wizard 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 Ice Wizard Electro Wizard
Knight
Wizard Zap
Wizard Electro Spirit Zap Ice Wizard
Wizard
Zap Wizard Ice Wizard
Zap Wizard
Electro Wizard
Zap Knight Wizard Electro Wizard
Zap Wizard
Knight
Zap
Zap Wizard
Wizard
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Electro Spirit Wizard Ice Wizard
Zap Wizard Ice Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Ice Wizard Electro Wizard
Zap Electro Wizard Electro Spirit Wizard
Zap Wizard
Zap Electro Spirit Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Electro Spirit
Zap Wizard Ice Wizard Electro Wizard
Knight Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Electro Spirit Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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