My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Zappies The Log Princess Ice Wizard Royal Ghost Bandit Electro Wizard Magic Archer Graveyard Sparky Mega Knight Lava Hound

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 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.

Bomber Wizard Golem Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Golem

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.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Hog Rider Golem

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.

Mini P.E.K.K.A Hog Rider Golem 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
Bomber Hog Rider Skeleton Army
Giant Snowball
Bomber Hog Rider Skeleton Army
Zap
Bomber Skeleton Army
Barbarian Barrel
Bomber Wizard Skeleton Army Electro Wizard
The Log
Bomber Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Bomber Hog Rider Skeleton Army
Arrows
Bomber Skeleton Army
Royal Delivery
Bomber Mini P.E.K.K.A Hog Rider Wizard Skeleton Army Electro Wizard
Fireball
Bomber Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Bomber Wizard Skeleton Army Electro Wizard
Lightning
Mini P.E.K.K.A Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Mini P.E.K.K.A Skeleton Army Golem

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.

Skeleton Army

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 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.

Bomber Zap Skeleton Army Mini P.E.K.K.A Hog Rider Electro Wizard Wizard Golem

Shortest cycle

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

11 Bomber Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 3 13

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.

Bomber
Golem Zap Mini P.E.K.K.A Hog Rider
Zap
Hog Rider Electro Wizard Bomber Mini P.E.K.K.A Golem
Mini P.E.K.K.A
Bomber Zap Hog Rider Wizard Golem Electro Wizard
Hog Rider
Zap Bomber Mini P.E.K.K.A Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Hog Rider Golem
Skeleton Army
Golem
Bomber Zap Mini P.E.K.K.A Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Hog Rider Golem

Defense Synergies 3 9

Bomber
Zap Mini P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Bomber Skeleton Army
Mini P.E.K.K.A
Zap Electro Wizard Bomber Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army
Zap Mini P.E.K.K.A Wizard Electro Wizard
Golem
Electro Wizard
Zap Mini P.E.K.K.A Bomber Wizard Skeleton Army

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.

Bomber Zap Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Bomber Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Bomber Electro Wizard
Mini P.E.K.K.A Skeleton Army Bomber Electro Wizard
Bomber Mini P.E.K.K.A Skeleton Army
Skeleton Army Bomber Zap Electro Wizard
Electro Wizard Zap Wizard
Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army Bomber Mini P.E.K.K.A Electro Wizard
Skeleton Army Electro Wizard Bomber Zap Wizard
Zap Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Bomber Zap Wizard Electro Wizard
Bomber Wizard Skeleton Army Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army Zap Mini P.E.K.K.A Electro Wizard
Wizard Bomber Mini P.E.K.K.A Skeleton Army Electro Wizard
Bomber Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Bomber Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bomber Wizard Skeleton Army Mini 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.

Mini P.E.K.K.A Skeleton Army Zap Electro Wizard
Electro Wizard Bomber Zap Mini P.E.K.K.A Wizard
Skeleton Army Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army
Wizard Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Skeleton Army
Zap Electro Wizard Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Wizard
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Zap Mini P.E.K.K.A
Bomber Zap Mini P.E.K.K.A 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.)

Zap Electro Wizard
Bomber Wizard Zap
Wizard Zap
Bomber Wizard
Zap Wizard
Zap Wizard
Mini P.E.K.K.A Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Bomber Zap Wizard
Wizard
Bomber Mini P.E.K.K.A
Bomber Zap Mini P.E.K.K.A Wizard Electro Wizard
Bomber Zap Wizard
Wizard
Zap
Zap Bomber Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Bomber Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Mini P.E.K.K.A Wizard Electro Wizard
Bomber Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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