My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon 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.

Baby Dragon 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 Fireball Tornado

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.

Hog Rider Baby Dragon 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 Guards
Giant Snowball
Hog Rider Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Guards Electro Wizard
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Hog Rider Baby Dragon Electro Wizard
Poison
Guards Electro Wizard
Lightning
Baby Dragon Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Baby Dragon

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.

Guards Tornado Baby Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Tornado Fireball Hog Rider Baby Dragon Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Guards Tornado Fireball

Attack Synergies 10 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
Fireball Hog Rider Tornado P.E.K.K.A Electro Wizard Guards Baby Dragon
Fireball
Zap Hog Rider Tornado Baby Dragon Electro Wizard
Hog Rider
Zap Fireball Guards Tornado Baby Dragon Electro Wizard
Guards
Zap Hog Rider
Tornado
Zap Fireball Baby Dragon P.E.K.K.A Hog Rider
Baby Dragon
Tornado Zap Fireball Hog Rider P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Tornado Electro Wizard Baby Dragon
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider Baby Dragon

Defense Synergies 4 11

Zap
Fireball Electro Wizard Guards Tornado Baby Dragon P.E.K.K.A
Fireball
Zap Tornado Electro Wizard
Hog Rider
Guards
Zap Baby Dragon Electro Wizard
Tornado
Fireball P.E.K.K.A Zap Baby Dragon Electro Wizard
Baby Dragon
Zap Guards Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap Baby Dragon Electro Wizard
Electro Wizard
Zap Fireball Guards Tornado 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 Fireball Baby Dragon Electro Wizard
P.E.K.K.A Zap Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Fireball Tornado P.E.K.K.A
Fireball Tornado Zap Guards Baby Dragon Electro Wizard
Tornado Electro Wizard Zap Fireball Baby Dragon
Zap Fireball Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Electro Wizard
Guards Electro Wizard Zap Fireball Tornado Baby Dragon
Zap Fireball Tornado Baby Dragon Electro Wizard
P.E.K.K.A Zap Fireball Guards Electro Wizard
Fireball Zap Guards Tornado Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap Fireball P.E.K.K.A Electro Wizard
Fireball Tornado P.E.K.K.A Electro Wizard
Fireball Zap Guards Tornado Baby Dragon Electro Wizard
Zap Tornado Baby Dragon Fireball Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Fireball Guards Baby Dragon 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.

Guards Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Baby Dragon
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Fireball Tornado Electro Wizard
P.E.K.K.A Guards
Fireball Zap Tornado Baby Dragon Electro Wizard
Guards P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball Tornado Baby Dragon
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Fireball Guards Tornado Electro Wizard
P.E.K.K.A Fireball Guards
Fireball Baby Dragon
Guards Electro Wizard Zap Fireball Tornado Baby Dragon P.E.K.K.A
Zap Fireball Baby Dragon 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 Guards Baby Dragon
Fireball Zap Tornado Baby Dragon Electro Wizard
Fireball Baby Dragon
Fireball Guards
Fireball Zap Baby Dragon
Fireball Zap Tornado Baby Dragon
Tornado Baby Dragon
Fireball Zap Tornado Baby Dragon
Fireball Zap Tornado
Fireball Guards Tornado Electro Wizard
Zap Fireball Tornado Electro Wizard
Fireball Zap Tornado Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball Tornado
Zap Fireball Baby Dragon Electro Wizard
Zap Fireball Tornado Baby Dragon
Fireball Baby Dragon
Fireball Tornado
Tornado
Zap Fireball Baby Dragon
Zap Tornado Fireball Baby Dragon
Fireball Zap Tornado Baby Dragon Electro Wizard
Fireball Zap Tornado Baby Dragon
Fireball Zap Tornado Baby Dragon
Zap Fireball Tornado Baby Dragon Electro Wizard
Zap Electro Wizard Fireball Guards
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball Guards
Fireball Zap Tornado Baby Dragon Electro Wizard
Fireball
Fireball Baby Dragon Electro Wizard
Zap Fireball Baby Dragon
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Guards Tornado Baby Dragon Electro Wizard
Zap Fireball Tornado Electro Wizard
Zap Fireball Tornado Baby Dragon Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: