My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Firecracker Witch 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 Firecracker Witch 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 Arrows

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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

Firecracker 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
Hog Rider Witch
Zap
Firecracker Witch
Barbarian Barrel
Knight Firecracker Witch Electro Wizard
The Log
Firecracker Hog Rider Witch
Earthquake
Firecracker Hog Rider Witch
Arrows
Firecracker Witch
Royal Delivery
Knight Firecracker Hog Rider Witch P.E.K.K.A Electro Wizard
Fireball
Firecracker Hog Rider Witch Electro Wizard
Poison
Firecracker Witch Electro Wizard
Lightning
Knight Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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 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.

Witch 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 Arrows Knight Firecracker Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Firecracker

Attack Synergies 11 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 Firecracker Hog Rider P.E.K.K.A Electro Wizard Knight Witch
Arrows
Zap Hog Rider P.E.K.K.A Knight
Knight
Firecracker Hog Rider Zap Arrows Witch Electro Wizard
Firecracker
Zap Knight Hog Rider P.E.K.K.A
Hog Rider
Zap Arrows Knight Firecracker Witch Electro Wizard
Witch
Zap Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker Witch
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 3 12

Zap
Electro Wizard Arrows Knight Firecracker Witch P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Firecracker Electro Wizard Zap Arrows Witch
Firecracker
Knight Zap P.E.K.K.A Electro Wizard
Hog Rider
Witch
Zap Knight Electro Wizard
P.E.K.K.A
Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap Knight Firecracker Witch 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 Firecracker Electro Wizard
P.E.K.K.A Zap Knight Firecracker Witch Electro Wizard
Witch P.E.K.K.A Knight Electro Wizard
Witch P.E.K.K.A Knight Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Zap Firecracker Electro Wizard
Electro Wizard Zap Arrows Firecracker Witch
Zap Arrows P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Knight Firecracker Electro Wizard
Witch Electro Wizard Zap Arrows Knight Firecracker
Arrows Zap Firecracker Witch Electro Wizard
P.E.K.K.A Zap Knight Witch Electro Wizard
Zap Arrows Firecracker Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight Firecracker Witch P.E.K.K.A Electro Wizard
Arrows Zap Knight Firecracker Witch Electro Wizard
Zap Arrows Witch Knight Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Knight Firecracker Witch 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 Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Firecracker
P.E.K.K.A Zap Knight Witch Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Witch
Arrows Firecracker Zap Witch Electro Wizard
P.E.K.K.A Knight Witch Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Witch
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight Witch
Firecracker Witch
Witch Electro Wizard Zap Knight Firecracker P.E.K.K.A
Arrows Zap Firecracker Witch P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
P.E.K.K.A

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 Knight Firecracker
Arrows Firecracker Zap Electro Wizard
Arrows
Arrows Knight Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap Witch
Arrows Firecracker Witch
Arrows Zap Firecracker
Arrows Zap Firecracker
Electro Wizard
Firecracker Zap Arrows Knight Electro Wizard
Zap Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Arrows Firecracker
Arrows
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker Witch
Arrows
Zap Arrows
Zap Arrows Firecracker Witch
Witch
Arrows Firecracker Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows Firecracker
Zap Arrows Firecracker Witch Electro Wizard
Zap Electro Wizard Firecracker Witch
Zap Arrows
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard Witch
Zap Arrows Firecracker Witch Electro Wizard
Arrows
Knight Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Witch Electro Wizard
Firecracker Zap Witch Electro Wizard
Zap Firecracker Witch Electro Wizard
P.E.K.K.A
Firecracker

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