My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 P.E.K.K.A Bandit 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 Bandit

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 Hog Rider P.E.K.K.A Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

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 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 Zap The Log Cannon Bandit Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Zap The Log Cannon

Attack Synergies 8 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.

Ice Spirit
Zap Hog Rider P.E.K.K.A Bandit
Zap
Ice Spirit Hog Rider P.E.K.K.A Electro Wizard The Log Bandit
Cannon
Hog Rider
Ice Spirit Zap The Log Bandit Electro Wizard
P.E.K.K.A
Ice Spirit Zap Electro Wizard The Log
The Log
Hog Rider Zap P.E.K.K.A Bandit
Bandit
Ice Spirit Zap Hog Rider The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider Bandit

Defense Synergies 5 14

Ice Spirit
Zap Cannon P.E.K.K.A The Log Bandit Electro Wizard
Zap
Ice Spirit Cannon Electro Wizard P.E.K.K.A The Log Bandit
Cannon
Zap The Log Ice Spirit Bandit Electro Wizard
Hog Rider
P.E.K.K.A
The Log Ice Spirit Zap Electro Wizard
The Log
Cannon P.E.K.K.A Ice Spirit Zap Bandit Electro Wizard
Bandit
Ice Spirit Zap Cannon The Log Electro Wizard
Electro Wizard
Zap Ice Spirit Cannon P.E.K.K.A The Log Bandit

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 Cannon The Log Electro Wizard
P.E.K.K.A Ice Spirit Zap Cannon The Log Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A The Log
The Log Zap Cannon Bandit Electro Wizard
Electro Wizard Ice Spirit Zap Cannon
Zap Cannon P.E.K.K.A The Log Bandit Electro Wizard
Cannon P.E.K.K.A
Ice Spirit Cannon Bandit Electro Wizard
Electro Wizard Zap Cannon The Log Bandit
Zap Electro Wizard
Cannon P.E.K.K.A Ice Spirit Zap The Log Bandit Electro Wizard
Ice Spirit Zap Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Bandit Electro Wizard
Ice Spirit Zap Cannon P.E.K.K.A The Log Bandit Electro Wizard
Cannon P.E.K.K.A Electro Wizard
Ice Spirit Cannon Zap The Log Bandit Electro Wizard
Zap The Log Ice Spirit Cannon Bandit Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap The Log
P.E.K.K.A Bandit Ice Spirit Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Bandit Electro Wizard
P.E.K.K.A Cannon Bandit
Ice Spirit Zap Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Ice Spirit The Log Bandit
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Cannon Bandit
Cannon
Electro Wizard Ice Spirit Zap P.E.K.K.A The Log
Zap Cannon P.E.K.K.A The Log Electro Wizard
Zap Cannon 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 Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
The Log
Zap The Log
Ice Spirit Zap
The Log
The Log Ice Spirit Zap
The Log Zap Bandit
Electro Wizard
Zap The Log Bandit Electro Wizard
Zap
The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit
Zap The Log Bandit Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Ice Spirit
The Log Zap Bandit Electro Wizard
Zap The Log Bandit
Zap The Log Bandit
Zap Electro Wizard
Zap Electro Wizard Ice Spirit
Zap The Log Bandit
Zap Ice Spirit Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Ice Spirit Bandit
Zap Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Ice Spirit The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard
P.E.K.K.A

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