My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Ice Spirit Knight Wizard 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.

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.

Ice Spirit Goblins Knight Hog Rider 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
Hog Rider
Giant Snowball
Goblins Hog Rider
Zap
Goblins
Barbarian Barrel
Ice Spirit Goblins Knight Wizard Electro Wizard
The Log
Ice Spirit Goblins Hog Rider
Earthquake
Hog Rider
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Knight Hog Rider Wizard Electro Wizard
Fireball
Hog Rider Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Mega Knight

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.

Ice Spirit Arrows Knight 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.

Ice Spirit Goblins 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.

Ice Spirit Goblins Arrows Knight Hog Rider Electro Wizard Wizard Mega Knight

Shortest cycle

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

9 Ice Spirit Goblins Arrows Knight

Attack Synergies 5 11

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.

Ice Spirit
Knight Hog Rider Goblins Mega Knight
Goblins
Hog Rider Ice Spirit
Arrows
Hog Rider Knight Mega Knight
Knight
Ice Spirit Hog Rider Arrows Wizard Electro Wizard
Hog Rider
Ice Spirit Goblins Arrows Knight Wizard Electro Wizard Mega Knight
Wizard
Knight Hog Rider Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Ice Spirit Arrows Hog Rider Wizard Electro Wizard

Defense Synergies 2 13

Ice Spirit
Goblins Knight Wizard Electro Wizard Mega Knight
Goblins
Ice Spirit Knight Wizard Electro Wizard
Arrows
Mega Knight Knight
Knight
Electro Wizard Ice Spirit Goblins Arrows Wizard
Hog Rider
Wizard
Ice Spirit Goblins Knight Electro Wizard Mega Knight
Electro Wizard
Knight Ice Spirit Goblins Wizard Mega Knight
Mega Knight
Arrows Ice Spirit Wizard 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.

Knight Wizard Electro Wizard
Ice Spirit Goblins Knight Electro Wizard Mega Knight
Mega Knight Goblins Knight Electro Wizard
Goblins Knight Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblins Electro Wizard Mega Knight
Electro Wizard Ice Spirit Arrows Wizard
Arrows Electro Wizard Mega Knight
Goblins
Knight Ice Spirit Goblins Electro Wizard Mega Knight
Goblins Electro Wizard Arrows Knight Wizard Mega Knight
Arrows Wizard Electro Wizard
Mega Knight Ice Spirit Knight Wizard Electro Wizard
Wizard Mega Knight Ice Spirit Goblins Arrows Electro Wizard
Knight Electro Wizard Mega Knight
Ice Spirit Electro Wizard Mega Knight
Wizard Mega Knight Goblins Arrows Knight Electro Wizard
Ice Spirit Arrows Mega Knight Goblins Knight Wizard Electro Wizard
Arrows Wizard Ice Spirit Knight Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Goblins Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Goblins Electro Wizard
Electro Wizard Arrows Knight Wizard Mega Knight
Mega Knight Ice Spirit Goblins Knight Electro Wizard
Mega Knight Knight Electro Wizard
Knight Mega Knight
Arrows Wizard Ice Spirit Electro Wizard
Goblins Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Ice Spirit Goblins Knight
Mega Knight Knight
Mega Knight Arrows Electro Wizard
Mega Knight Knight Wizard
Wizard Mega Knight
Electro Wizard Ice Spirit Goblins Knight
Arrows Mega Knight Wizard Electro Wizard
Arrows 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 Knight
Arrows Electro Wizard
Arrows
Arrows Knight
Wizard Arrows Mega Knight
Arrows Wizard Ice Spirit
Arrows Wizard
Arrows Ice Spirit Wizard
Arrows Wizard
Goblins Electro Wizard
Arrows Knight Wizard Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Ice Spirit Wizard Mega Knight
Arrows Wizard Electro Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Ice Spirit Wizard
Arrows Wizard Mega Knight
Ice Spirit Arrows Electro Wizard
Mega Knight
Arrows Wizard
Electro Wizard Ice Spirit
Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Ice Spirit Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Wizard Mega Knight

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