My Best Clash Royale Deck

Deck Check Rating

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

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Goblinstein

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 Rage Tornado

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.

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon Ice Wizard

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.

Arrows Rage Tornado P.E.K.K.A Ice Wizard

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 Arrows Tornado Ice Wizard Hog Rider Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Tornado Ice Wizard

Attack Synergies 4 7

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.

Arrows
Hog Rider P.E.K.K.A
Hog Rider
Arrows Rage Tornado
Rage
Hog Rider Electro Dragon
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
Arrows Tornado Electro Dragon Ice Wizard
Ice Wizard
Tornado Electro Dragon P.E.K.K.A
Goblinstein

Defense Synergies 2 6

Arrows
Tornado P.E.K.K.A Ice Wizard
Hog Rider
Rage
Tornado
P.E.K.K.A Ice Wizard Arrows Electro Dragon
Electro Dragon
Tornado Ice Wizard
P.E.K.K.A
Tornado Arrows Ice Wizard
Ice Wizard
Tornado Arrows Electro Dragon P.E.K.K.A
Goblinstein

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 Electro Dragon Ice Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Electro Dragon Ice Wizard
Tornado Arrows Electro Dragon Ice Wizard
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Tornado Ice Wizard
Ice Wizard Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon Ice Wizard
P.E.K.K.A Electro Dragon Ice Wizard
Arrows Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Arrows Tornado Electro Dragon P.E.K.K.A
Arrows Tornado Electro Dragon Ice Wizard
Arrows Tornado Electro Dragon Ice Wizard
P.E.K.K.A Tornado
Arrows 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.

P.E.K.K.A
Arrows Electro Dragon
P.E.K.K.A Electro Dragon
P.E.K.K.A Tornado
P.E.K.K.A
Arrows Tornado Electro Dragon Ice Wizard
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
P.E.K.K.A Electro Dragon
P.E.K.K.A Arrows Tornado
P.E.K.K.A
Electro Dragon
Electro Dragon Tornado P.E.K.K.A
Arrows Electro Dragon P.E.K.K.A Ice Wizard
Arrows 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.)

Arrows Electro Dragon
Arrows Tornado Electro Dragon Ice Wizard
Arrows Electro Dragon
Arrows
Arrows
Arrows Tornado Electro Dragon Ice Wizard
Arrows Tornado
Arrows Tornado Electro Dragon Ice Wizard
Arrows Tornado Electro Dragon
Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon Ice Wizard
Arrows Tornado Electro Dragon Ice Wizard
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon Ice Wizard
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Electro Dragon
Arrows Tornado Electro Dragon Ice Wizard
Arrows
Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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