My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Dragon Ice 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.

Electro Dragon P.E.K.K.A Ice Wizard Royal Ghost

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.

Rage Tornado

Punishments

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

Hog Rider Royal Ghost

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.

Hog Rider P.E.K.K.A Royal Ghost

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 Dragon Royal Ghost

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 Guards
Giant Snowball
Hog Rider Guards Electro Dragon
Zap
Guards
Barbarian Barrel
Guards Ice Wizard Royal Ghost
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Electro Dragon P.E.K.K.A Ice Wizard Royal Ghost
Fireball
Hog Rider Electro Dragon Ice Wizard
Poison
Guards Electro Dragon Ice Wizard
Lightning
Electro Dragon Ice Wizard
Rocket
Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon Ice Wizard Royal Ghost

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.

Rage Guards Tornado P.E.K.K.A Ice Wizard Royal Ghost

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Rage Guards Tornado Ice Wizard Royal Ghost Hog Rider Electro Dragon P.E.K.K.A

Shortest cycle

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

11 Rage Guards Tornado Ice Wizard

Attack Synergies 2 8

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.

Hog Rider
Rage Guards Tornado
Rage
Hog Rider Electro Dragon
Guards
Hog Rider
Tornado
P.E.K.K.A Hog Rider Electro Dragon Ice Wizard
Electro Dragon
Rage Tornado P.E.K.K.A Ice Wizard
P.E.K.K.A
Tornado Electro Dragon Ice Wizard
Ice Wizard
Tornado Electro Dragon P.E.K.K.A
Royal Ghost

Defense Synergies 2 5

Hog Rider
Rage
Guards
Electro Dragon Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Electro Dragon
Electro Dragon
Guards Tornado Ice Wizard
P.E.K.K.A
Tornado Ice Wizard
Ice Wizard
Tornado Guards Electro Dragon P.E.K.K.A
Royal Ghost

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.

Electro Dragon
P.E.K.K.A Electro Dragon Ice Wizard
Tornado P.E.K.K.A Electro Dragon Ice Wizard
P.E.K.K.A Guards Electro Dragon Ice Wizard
Tornado P.E.K.K.A
Tornado Guards Electro Dragon Ice Wizard Royal Ghost
Tornado Electro Dragon Ice Wizard
Electro Dragon P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Guards Tornado Ice Wizard Royal Ghost
Guards Ice Wizard Tornado Electro Dragon Royal Ghost
Tornado Electro Dragon Ice Wizard
P.E.K.K.A Guards Electro Dragon Ice Wizard
Guards Tornado Electro Dragon P.E.K.K.A Royal Ghost
P.E.K.K.A
Tornado P.E.K.K.A
Tornado Electro Dragon P.E.K.K.A
Guards Tornado Electro Dragon Ice Wizard Royal Ghost
Tornado Guards Electro Dragon Ice Wizard Royal Ghost
P.E.K.K.A Tornado
Royal Ghost Guards Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A Royal Ghost
Electro Dragon Royal Ghost
Guards P.E.K.K.A Electro Dragon
Guards P.E.K.K.A Tornado
P.E.K.K.A Guards
Tornado Electro Dragon Ice Wizard
Guards P.E.K.K.A Ice Wizard
P.E.K.K.A
Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards Electro Dragon
P.E.K.K.A Guards Tornado
P.E.K.K.A Guards
Electro Dragon
Guards Electro Dragon Tornado P.E.K.K.A
Electro Dragon P.E.K.K.A Ice Wizard Royal Ghost
Ice 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.)

Guards Electro Dragon Royal Ghost
Tornado Electro Dragon Ice Wizard Royal Ghost
Electro Dragon
Guards
Tornado Electro Dragon Ice Wizard
Tornado
Tornado Electro Dragon Ice Wizard
Tornado Electro Dragon
Guards Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado
Tornado
Electro Dragon
Tornado Electro Dragon Ice Wizard
Tornado Electro Dragon Ice Wizard Royal Ghost
Tornado Electro Dragon
Tornado
Tornado Electro Dragon Ice Wizard
Electro Dragon Guards
Electro Dragon
Electro Dragon
P.E.K.K.A
Guards Electro Dragon
Tornado Electro Dragon Ice Wizard
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Tornado Royal Ghost
P.E.K.K.A
Electro Dragon

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