My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Giant Snowball Royal Recruits Royal Hogs Barbarian Barrel Electro Dragon Goblin Giant Magic Archer

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!
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.

Fire Spirit Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Knight 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.

Mortar Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

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

Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Mortar The Log

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.

Fire Spirit Ice Spirit Knight P.E.K.K.A

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.

Fire Spirit Ice Spirit 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.

Fire Spirit Ice Spirit The Log Knight Mortar Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Ice Spirit The Log Knight

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.

Fire Spirit
Hog Rider P.E.K.K.A Knight Mortar
Ice Spirit
Knight Hog Rider P.E.K.K.A Mortar
Knight
Ice Spirit Mortar Hog Rider Fire Spirit The Log Electro Wizard
Mortar
Knight Fire Spirit Ice Spirit Hog Rider The Log
Hog Rider
Fire Spirit Ice Spirit Knight The Log Mortar Electro Wizard
P.E.K.K.A
Fire Spirit Ice Spirit Electro Wizard The Log
The Log
Hog Rider Knight Mortar P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 3 15

Fire Spirit
Knight Ice Spirit P.E.K.K.A The Log Electro Wizard
Ice Spirit
Fire Spirit Knight Mortar P.E.K.K.A The Log Electro Wizard
Knight
Fire Spirit Electro Wizard Ice Spirit Mortar The Log
Mortar
Ice Spirit Knight The Log Electro Wizard
Hog Rider
P.E.K.K.A
The Log Fire Spirit Ice Spirit Electro Wizard
The Log
P.E.K.K.A Fire Spirit Ice Spirit Knight Mortar Electro Wizard
Electro Wizard
Knight Fire Spirit Ice Spirit Mortar P.E.K.K.A The Log

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.

Knight Mortar The Log Electro Wizard
P.E.K.K.A Ice Spirit Knight Mortar The Log Electro Wizard
Mortar P.E.K.K.A Fire Spirit Knight Electro Wizard
P.E.K.K.A Knight Mortar Electro Wizard
P.E.K.K.A The Log
The Log Fire Spirit Electro Wizard
Electro Wizard Fire Spirit Ice Spirit Mortar
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Mortar
Knight Fire Spirit Ice Spirit Electro Wizard
Electro Wizard Knight The Log
Electro Wizard
Mortar P.E.K.K.A Fire Spirit Ice Spirit Knight The Log Electro Wizard
Fire Spirit Ice Spirit Mortar P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Mortar Electro Wizard
Ice Spirit Mortar P.E.K.K.A The Log Electro Wizard
Knight Mortar P.E.K.K.A Electro Wizard
Fire Spirit Ice Spirit Mortar Knight The Log Electro Wizard
Mortar The Log Fire Spirit Ice Spirit Knight Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Fire Spirit Knight P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight P.E.K.K.A Electro Wizard
Electro Wizard Knight Mortar The Log
P.E.K.K.A Ice Spirit Knight The Log Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight
Fire Spirit Ice Spirit Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Ice Spirit Knight Mortar The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight
Electro Wizard Ice Spirit Knight Mortar P.E.K.K.A The Log
P.E.K.K.A The Log 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 Mortar The Log
Mortar The Log Electro Wizard
The Log
Knight The Log
Fire Spirit Mortar The Log
Fire Spirit Ice Spirit
Fire Spirit Mortar The Log
The Log Fire Spirit Ice Spirit
The Log Mortar
Fire Spirit Electro Wizard
Knight Mortar The Log Electro Wizard
Fire Spirit
Fire Spirit Knight Mortar The Log
Mortar
Mortar The Log
Mortar The Log
Mortar The Log
Mortar
Fire Spirit Mortar The Log Electro Wizard
Fire Spirit Mortar The Log
The Log
The Log
Mortar The Log
The Log Fire Spirit Ice Spirit Mortar
Mortar The Log Electro Wizard
Mortar The Log
Mortar The Log
Fire Spirit Electro Wizard
Electro Wizard Ice Spirit
Mortar The Log
Ice Spirit Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Fire Spirit Ice Spirit
Fire Spirit Electro Wizard
The Log
Knight Electro Wizard
The Log Mortar
P.E.K.K.A
Ice Spirit The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard

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