My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Ram Rider

Deck tips

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

Your deck is okay!

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 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

Punishments

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

Goblin Gang 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.

Knight Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 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.

Goblin Gang Fireball 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 Fireball Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Knight Goblin Gang Fireball

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

Defense Synergies 4 11

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

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

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