My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard

Defensive buildings

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

Bomb Tower

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 Wizard Monk

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 Earthquake

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.

Earthquake

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

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 Monk

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
Zap
Guards
Barbarian Barrel
Ice Spirit Bomb Tower Wizard Guards
The Log
Ice Spirit Hog Rider Guards
Earthquake
Bomb Tower Hog Rider Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Hog Rider Wizard Guards
Fireball
Bomb Tower Hog Rider Wizard
Poison
Bomb Tower Wizard Guards
Lightning
Bomb Tower Wizard Monk
Rocket
Bomb Tower Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Earthquake Bomb Tower 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.

Ice Spirit Guards

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 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 Earthquake Guards Bomb Tower Hog Rider Wizard Monk

Shortest cycle

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

9 Ice Spirit Zap Earthquake Guards

Attack Synergies 5 4

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 Guards
Zap
Ice Spirit Earthquake Hog Rider Guards
Earthquake
Zap Hog Rider
Bomb Tower
Hog Rider
Ice Spirit Zap Earthquake Wizard Guards
Wizard
Hog Rider
Guards
Ice Spirit Zap Hog Rider
Monk

Defense Synergies 2 8

Ice Spirit
Zap Earthquake Bomb Tower Wizard Guards
Zap
Ice Spirit Bomb Tower Earthquake Guards
Earthquake
Ice Spirit Zap Bomb Tower
Bomb Tower
Zap Ice Spirit Earthquake
Hog Rider
Wizard
Ice Spirit Guards
Guards
Ice Spirit Zap Wizard
Monk

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.

Earthquake Zap Wizard
Bomb Tower Ice Spirit Zap Monk
Bomb Tower
Bomb Tower Guards Monk
Earthquake Bomb Tower Monk
Zap Earthquake Bomb Tower Guards
Ice Spirit Zap Bomb Tower Wizard
Earthquake Zap Bomb Tower Monk
Bomb Tower
Guards Ice Spirit
Guards Zap Earthquake Bomb Tower Wizard
Zap Wizard
Bomb Tower Ice Spirit Zap Earthquake Wizard Guards
Bomb Tower Wizard Ice Spirit Zap Earthquake Guards
Bomb Tower
Bomb Tower Monk Ice Spirit Zap
Bomb Tower Wizard
Ice Spirit Bomb Tower Zap Wizard Guards
Zap Earthquake Bomb Tower Wizard Ice Spirit Guards
Bomb Tower
Wizard Earthquake Bomb Tower Guards

Counters to secondary win conditions

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

Guards Zap
Zap Bomb Tower Wizard Monk
Guards Ice Spirit Zap Bomb Tower
Guards Zap Monk
Guards
Wizard Ice Spirit Zap Bomb Tower Monk
Guards Bomb Tower
Bomb Tower
Zap Ice Spirit Bomb Tower Monk
Guards
Bomb Tower Guards
Monk Zap Guards
Bomb Tower Wizard Guards
Wizard Bomb Tower
Guards Ice Spirit Zap Bomb Tower Monk
Zap Earthquake Bomb Tower Wizard
Zap Bomb Tower

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.)

Earthquake Guards Monk
Monk Zap
Earthquake
Earthquake Guards
Wizard Zap Earthquake
Wizard Ice Spirit Zap Monk
Earthquake Wizard
Earthquake Ice Spirit Zap Wizard
Monk Zap Wizard
Guards
Monk Zap Earthquake Wizard
Monk Zap Wizard
Earthquake
Earthquake Monk
Earthquake Zap
Earthquake Zap Wizard
Earthquake Wizard
Monk Earthquake
Zap Earthquake Wizard Monk
Zap Earthquake Wizard Monk
Earthquake Monk
Wizard
Monk
Earthquake Zap Monk
Zap Earthquake Ice Spirit Wizard
Zap Earthquake Wizard Monk
Zap Wizard Monk
Zap
Zap Wizard
Zap Ice Spirit Wizard Guards
Zap Earthquake Wizard
Zap Ice Spirit Monk
Earthquake Wizard Monk
Zap Earthquake Ice Spirit Guards
Zap Wizard Monk
Wizard
Zap Earthquake Wizard
Monk Zap
Zap Ice Spirit Guards
Zap
Zap Monk
Wizard Monk

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