My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Ice Spirit Knight Firecracker P.E.K.K.A Ice Wizard Royal Ghost

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

Punishments

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

Hog Rider Royal Ghost

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 Knight Hog Rider P.E.K.K.A Royal Ghost

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.

Firecracker Hog Rider Royal Ghost

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
Zap
Firecracker
Barbarian Barrel
Ice Spirit Knight Firecracker Ice Wizard Royal Ghost
The Log
Ice Spirit Firecracker Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Ice Spirit Firecracker
Royal Delivery
Ice Spirit Knight Firecracker Hog Rider P.E.K.K.A Ice Wizard Royal Ghost
Fireball
Firecracker Hog Rider Ice Wizard
Poison
Firecracker Ice Wizard
Lightning
Knight Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker Ice Wizard Royal Ghost

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 Knight P.E.K.K.A Ice Wizard Royal Ghost

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Knight Firecracker Ice Wizard Royal Ghost Hog Rider P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Zap Knight Firecracker

Attack Synergies 10 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 Knight Hog Rider P.E.K.K.A Firecracker Royal Ghost
Zap
Ice Spirit Firecracker Hog Rider P.E.K.K.A Knight Ice Wizard Royal Ghost
Knight
Ice Spirit Firecracker Hog Rider Zap Ice Wizard
Firecracker
Zap Knight Hog Rider Ice Spirit P.E.K.K.A
Hog Rider
Ice Spirit Zap Knight Firecracker
P.E.K.K.A
Ice Spirit Zap Firecracker Ice Wizard
Ice Wizard
Zap Knight P.E.K.K.A
Royal Ghost
Ice Spirit Zap

Defense Synergies 3 13

Ice Spirit
Zap Knight Firecracker P.E.K.K.A Ice Wizard Royal Ghost
Zap
Ice Spirit Knight Firecracker P.E.K.K.A Ice Wizard Royal Ghost
Knight
Firecracker Ice Wizard Ice Spirit Zap
Firecracker
Knight Ice Spirit Zap P.E.K.K.A Ice Wizard
Hog Rider
P.E.K.K.A
Ice Spirit Zap Firecracker Ice Wizard
Ice Wizard
Knight Ice Spirit Zap Firecracker P.E.K.K.A
Royal Ghost
Ice Spirit Zap

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 Knight Firecracker
P.E.K.K.A Ice Spirit Zap Knight Firecracker Ice Wizard
P.E.K.K.A Knight Ice Wizard
P.E.K.K.A Knight Firecracker Ice Wizard
Firecracker P.E.K.K.A
Zap Firecracker Ice Wizard Royal Ghost
Ice Spirit Zap Firecracker Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Ice Wizard
Knight Ice Spirit Firecracker Ice Wizard Royal Ghost
Ice Wizard Zap Knight Firecracker Royal Ghost
Zap Firecracker Ice Wizard
P.E.K.K.A Ice Spirit Zap Knight Ice Wizard
Ice Spirit Zap Firecracker P.E.K.K.A Royal Ghost
P.E.K.K.A Knight
Ice Spirit Zap P.E.K.K.A
Knight Firecracker P.E.K.K.A
Ice Spirit Zap Knight Firecracker Ice Wizard Royal Ghost
Zap Ice Spirit Knight Firecracker Ice Wizard Royal Ghost
P.E.K.K.A
Royal Ghost Knight Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Royal Ghost
Zap Knight Firecracker Royal Ghost
P.E.K.K.A Ice Spirit Zap Knight
P.E.K.K.A Zap Knight
P.E.K.K.A Knight
Firecracker Ice Spirit Zap Ice Wizard
P.E.K.K.A Knight Ice Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Ice Spirit Knight Firecracker
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap
P.E.K.K.A Knight
Firecracker
Ice Spirit Zap Knight Firecracker P.E.K.K.A
Zap Firecracker P.E.K.K.A Ice Wizard Royal Ghost
Zap 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.)

Knight Firecracker Royal Ghost
Firecracker Zap Ice Wizard Royal Ghost
Knight Firecracker
Zap Firecracker
Firecracker Ice Spirit Zap Ice Wizard
Firecracker
Ice Spirit Zap Firecracker Ice Wizard
Zap Firecracker
Firecracker Zap Knight
Zap Firecracker
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Zap
Zap Firecracker Ice Spirit Ice Wizard
Firecracker Zap Ice Wizard Royal Ghost
Zap
Zap Firecracker
Zap Firecracker Ice Wizard
Zap Ice Spirit Firecracker
Zap
Zap Ice Spirit Firecracker
P.E.K.K.A
Firecracker
Zap Ice Spirit
Zap Firecracker Ice Wizard
Knight Firecracker
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Ice Spirit Firecracker
Firecracker Zap
Zap Firecracker Royal Ghost
P.E.K.K.A
Firecracker

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