My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem 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.

Skeletons Ice Golem 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.

Fireball Tornado

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball Tornado

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 Golem Guards Tornado P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Golem Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Golem Guards Tornado Fireball Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Ice Golem Guards Tornado

Attack Synergies 5 5

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.

Skeletons
Ice Golem
Hog Rider Electro Wizard
Fireball
Hog Rider Tornado Electro Wizard
Hog Rider
Ice Golem Fireball Guards Tornado Electro Wizard
Guards
Hog Rider
Tornado
Fireball P.E.K.K.A Hog Rider
P.E.K.K.A
Tornado Electro Wizard
Electro Wizard
P.E.K.K.A Ice Golem Fireball Hog Rider

Defense Synergies 2 12

Skeletons
Ice Golem Tornado P.E.K.K.A Electro Wizard
Ice Golem
Skeletons Fireball Guards Tornado Electro Wizard
Fireball
Tornado Ice Golem Electro Wizard
Hog Rider
Guards
Ice Golem Electro Wizard
Tornado
Fireball P.E.K.K.A Skeletons Ice Golem Electro Wizard
P.E.K.K.A
Tornado Skeletons Electro Wizard
Electro Wizard
Skeletons Ice Golem Fireball Guards Tornado P.E.K.K.A

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.

Ice Golem Fireball Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
Tornado P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Guards Electro Wizard
Fireball Tornado P.E.K.K.A
Fireball Tornado Skeletons Guards Electro Wizard
Tornado Electro Wizard Fireball
Ice Golem Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Tornado
Guards Tornado Skeletons Ice Golem Electro Wizard
Guards Electro Wizard Skeletons Ice Golem Fireball Tornado
Fireball Tornado Electro Wizard
P.E.K.K.A Skeletons Fireball Guards Electro Wizard
Fireball Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Fireball P.E.K.K.A Electro Wizard
Skeletons Fireball Tornado P.E.K.K.A Electro Wizard
Fireball Guards Tornado Electro Wizard
Tornado Ice Golem Fireball Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Fireball Guards P.E.K.K.A 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.

Guards Skeletons Ice Golem Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Ice Golem
Guards P.E.K.K.A Skeletons Ice Golem Electro Wizard
Guards P.E.K.K.A Ice Golem Fireball Tornado Electro Wizard
P.E.K.K.A Skeletons Guards
Fireball Skeletons Ice Golem Tornado Electro Wizard
Guards P.E.K.K.A Skeletons Ice Golem Fireball Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Ice Golem Fireball Tornado
P.E.K.K.A Skeletons Guards
P.E.K.K.A Guards
P.E.K.K.A Fireball Guards Tornado Electro Wizard
P.E.K.K.A Skeletons Ice Golem Fireball Guards
Fireball
Guards Electro Wizard Skeletons Ice Golem Fireball Tornado P.E.K.K.A
Ice Golem Fireball P.E.K.K.A Electro Wizard
Fireball 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.)

Fireball Ice Golem Guards
Fireball Tornado Electro Wizard
Fireball
Ice Golem Fireball Guards
Fireball
Fireball Ice Golem Tornado
Tornado
Fireball Ice Golem Tornado
Fireball Tornado
Fireball Guards Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado
Ice Golem Fireball
Fireball
Ice Golem Fireball
Fireball
Fireball
Fireball Tornado
Fireball Electro Wizard
Fireball Tornado
Fireball
Fireball Tornado
Tornado
Fireball
Ice Golem Tornado Fireball
Fireball Tornado Electro Wizard
Fireball Tornado
Fireball Tornado
Ice Golem Fireball Tornado Electro Wizard
Electro Wizard Fireball Guards
Fireball
Fireball
Fireball Electro Wizard
P.E.K.K.A
Fireball
Electro Wizard Fireball Guards
Fireball Tornado Electro Wizard
Fireball
Fireball Electro Wizard
Ice Golem Fireball
Fireball Tornado
P.E.K.K.A
Fireball Guards Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
P.E.K.K.A
Fireball

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