My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Bomber Balloon Electro Dragon P.E.K.K.A Ice Wizard Fisherman

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

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

Tornado Freeze

Punishments

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

Balloon

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.

Balloon 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.

Balloon 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
Bomber Balloon Fisherman
Giant Snowball
Bomber Balloon Electro Dragon Fisherman
Zap
Bomber Balloon Fisherman
Barbarian Barrel
Bomber Ice Wizard
The Log
Bomber Fisherman
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Balloon Electro Dragon P.E.K.K.A Ice Wizard Fisherman
Fireball
Bomber Balloon Electro Dragon Ice Wizard Fisherman
Poison
Bomber Balloon Electro Dragon Ice Wizard Fisherman
Lightning
Balloon Electro Dragon Ice Wizard Fisherman
Rocket
Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Freeze Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Tornado Freeze 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.

Tornado Freeze 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.

Bomber Tornado Ice Wizard Fisherman Freeze Balloon Electro Dragon P.E.K.K.A

Shortest cycle

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

11 Bomber Tornado Ice Wizard Fisherman

Attack Synergies 2 14

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.

Bomber
P.E.K.K.A
Tornado
P.E.K.K.A Freeze Balloon Electro Dragon Ice Wizard
Freeze
Balloon Tornado
Balloon
Freeze Tornado Electro Dragon Ice Wizard Fisherman
Electro Dragon
Tornado Balloon P.E.K.K.A Ice Wizard Fisherman
P.E.K.K.A
Tornado Bomber Electro Dragon Ice Wizard Fisherman
Ice Wizard
Tornado Balloon Electro Dragon P.E.K.K.A Fisherman
Fisherman
Balloon Electro Dragon P.E.K.K.A Ice Wizard

Defense Synergies 2 9

Bomber
Tornado P.E.K.K.A Fisherman
Tornado
P.E.K.K.A Ice Wizard Bomber Electro Dragon
Freeze
Balloon
Electro Dragon
Tornado Ice Wizard Fisherman
P.E.K.K.A
Tornado Bomber Ice Wizard Fisherman
Ice Wizard
Tornado Electro Dragon P.E.K.K.A Fisherman
Fisherman
Bomber Electro Dragon P.E.K.K.A Ice 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.

Bomber Electro Dragon
P.E.K.K.A Electro Dragon Ice Wizard Fisherman
Tornado P.E.K.K.A Fisherman Bomber Freeze Electro Dragon Ice Wizard
P.E.K.K.A Electro Dragon Ice Wizard Fisherman
Bomber Tornado P.E.K.K.A
Tornado Freeze Bomber Electro Dragon Ice Wizard
Tornado Freeze Electro Dragon Ice Wizard
Electro Dragon P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard Fisherman
Tornado Bomber Ice Wizard Fisherman
Ice Wizard Bomber Tornado Freeze Electro Dragon Fisherman
Tornado Electro Dragon Ice Wizard
P.E.K.K.A Bomber Freeze Electro Dragon Ice Wizard
Bomber Tornado Freeze Electro Dragon P.E.K.K.A
P.E.K.K.A
Tornado Freeze P.E.K.K.A Fisherman
Bomber Tornado Electro Dragon P.E.K.K.A Fisherman
Bomber Tornado Electro Dragon Ice Wizard Fisherman
Tornado Freeze Bomber Electro Dragon Ice Wizard Fisherman
P.E.K.K.A Tornado Fisherman
Bomber Electro Dragon P.E.K.K.A Fisherman

Counters to secondary win conditions

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

P.E.K.K.A Fisherman
Bomber Electro Dragon Fisherman
P.E.K.K.A Electro Dragon Fisherman
P.E.K.K.A Tornado Fisherman
P.E.K.K.A Fisherman
Tornado Freeze Electro Dragon Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A Fisherman
Freeze 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 Tornado
P.E.K.K.A
Bomber Electro Dragon
Electro Dragon Bomber Tornado Freeze P.E.K.K.A Fisherman
Bomber Freeze Electro Dragon P.E.K.K.A Ice Wizard
Bomber 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.)

Freeze Electro Dragon
Tornado Electro Dragon Ice Wizard Fisherman
Electro Dragon
Freeze
Bomber
Tornado Freeze Electro Dragon Ice Wizard
Bomber Tornado
Tornado Freeze Electro Dragon Ice Wizard
Tornado Electro Dragon Fisherman
Tornado Electro Dragon Fisherman
Tornado Electro Dragon Fisherman
Tornado Electro Dragon
Fisherman
Freeze Electro Dragon Fisherman
Fisherman
Bomber Electro Dragon
Electro Dragon
Tornado Freeze
Bomber Fisherman
Bomber Electro Dragon Fisherman
Bomber Tornado Electro Dragon
Tornado
Tornado Fisherman
Electro Dragon
Tornado Freeze Bomber Electro Dragon Ice Wizard
Fisherman
Tornado Electro Dragon Ice Wizard Fisherman
Tornado Electro Dragon Fisherman
Tornado Fisherman
Tornado Electro Dragon Ice Wizard
Electro Dragon Freeze
Bomber Electro Dragon
Freeze Electro Dragon
P.E.K.K.A
Freeze Electro Dragon
Tornado Electro Dragon Ice Wizard
Freeze
Electro Dragon
Bomber Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado Freeze
Tornado Electro Dragon
Electro Dragon Tornado Freeze
P.E.K.K.A
Electro Dragon

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