My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

Minions 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.

P.E.K.K.A Electro Wizard Mega Knight

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 Mega Knight

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.

Hog Rider P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mega Knight

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 Guards P.E.K.K.A Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Guards Hog Rider Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Arrows Minions Guards

Attack Synergies 9 9

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 Hog Rider P.E.K.K.A Electro Wizard Minions Guards Mega Knight
Arrows
Zap Hog Rider P.E.K.K.A Mega Knight
Minions
Hog Rider Mega Knight Zap P.E.K.K.A
Hog Rider
Zap Arrows Minions Guards Electro Wizard Mega Knight
Guards
Zap Hog Rider
P.E.K.K.A
Zap Arrows Electro Wizard Minions
Electro Wizard
Zap P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Minions Zap Arrows Hog Rider Electro Wizard

Defense Synergies 3 11

Zap
Electro Wizard Mega Knight Arrows Minions Guards P.E.K.K.A
Arrows
Mega Knight Zap P.E.K.K.A
Minions
Zap P.E.K.K.A Electro Wizard Mega Knight
Hog Rider
Guards
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Minions Electro Wizard
Electro Wizard
Zap Minions Guards P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Minions Electro Wizard

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 Electro Wizard
P.E.K.K.A Zap Minions Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Minions Electro Wizard
P.E.K.K.A Minions Guards Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Zap Minions Guards Electro Wizard Mega Knight
Minions Electro Wizard Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Minions
Guards Electro Wizard Mega Knight
Minions Guards Electro Wizard Zap Arrows Mega Knight
Arrows Minions Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Minions Guards Electro Wizard
Mega Knight Zap Arrows Minions Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Minions P.E.K.K.A Electro Wizard
Arrows Mega Knight Zap Minions Guards Electro Wizard
Zap Arrows Minions Guards Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Minions Guards 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 Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mega Knight
Guards P.E.K.K.A Mega Knight Zap Minions Electro Wizard
Guards P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Guards Mega Knight
Arrows Zap Minions Electro Wizard
Guards P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Minions
P.E.K.K.A Guards
P.E.K.K.A Mega Knight Minions Guards
P.E.K.K.A Mega Knight Zap Arrows Guards Electro Wizard
P.E.K.K.A Mega Knight Guards
Mega Knight
Guards Electro Wizard Zap Minions P.E.K.K.A
Arrows Minions Mega Knight Zap 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 Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards
Zap Arrows Mega Knight
Arrows Zap Minions
Arrows
Arrows Zap
Arrows Zap
Minions Guards Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows Minions
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Minions
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Minions Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard Minions Guards
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard Minions Guards
Zap Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Minions Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight

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