My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Ice Spirit 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 The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap The Log

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 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.

Ice Spirit Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Zap The Log Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

7 Ice Spirit Goblins Zap The Log

Attack Synergies 9 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.

Ice Spirit
Zap Hog Rider P.E.K.K.A Goblins Witch
Goblins
Hog Rider Ice Spirit Zap
Zap
Ice Spirit Hog Rider P.E.K.K.A Electro Wizard Goblins Witch The Log
Hog Rider
Ice Spirit Goblins Zap The Log Witch Electro Wizard
Witch
Ice Spirit Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Electro Wizard Witch The Log
The Log
Hog Rider Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 3 15

Ice Spirit
Zap Goblins Witch P.E.K.K.A The Log Electro Wizard
Goblins
Ice Spirit Zap The Log Electro Wizard
Zap
Ice Spirit Electro Wizard Goblins Witch P.E.K.K.A The Log
Hog Rider
Witch
Ice Spirit Zap The Log Electro Wizard
P.E.K.K.A
The Log Ice Spirit Zap Electro Wizard
The Log
P.E.K.K.A Ice Spirit Goblins Zap Witch Electro Wizard
Electro Wizard
Zap Ice Spirit Goblins Witch P.E.K.K.A The Log

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 The Log Electro Wizard
P.E.K.K.A Ice Spirit Goblins Zap Witch The Log Electro Wizard
Witch P.E.K.K.A Goblins Electro Wizard
Witch P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A The Log
The Log Goblins Zap Electro Wizard
Electro Wizard Ice Spirit Zap Witch
Zap P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Goblins
Ice Spirit Goblins Electro Wizard
Goblins Witch Electro Wizard Zap The Log
Zap Witch Electro Wizard
P.E.K.K.A Ice Spirit Zap Witch The Log Electro Wizard
Ice Spirit Goblins Zap Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Zap P.E.K.K.A The Log Electro Wizard
Goblins Witch P.E.K.K.A Electro Wizard
Ice Spirit Goblins Zap Witch The Log Electro Wizard
Zap Witch The Log Ice Spirit Electro Wizard
P.E.K.K.A Electro Wizard
Goblins Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Goblins Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log
P.E.K.K.A Ice Spirit Goblins Zap Witch The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Witch
Ice Spirit Zap Witch Electro Wizard
P.E.K.K.A Goblins Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit Goblins Witch The Log
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Witch
Witch
Witch Electro Wizard Ice Spirit Goblins Zap P.E.K.K.A The Log
Zap Witch P.E.K.K.A The Log Electro Wizard
Zap 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log
Ice Spirit Zap Witch
Witch The Log
The Log Ice Spirit Zap
The Log Zap
Goblins Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap Witch The Log
The Log
Zap The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Ice Spirit Witch
Witch
The Log Zap Witch Electro Wizard
Zap Witch The Log
Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Ice Spirit Witch
Zap The Log
Zap Ice Spirit Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Ice Spirit Witch
Zap Witch Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Ice Spirit Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: