My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard 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 Spirit P.E.K.K.A Ice Wizard 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

Punishments

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

Mini P.E.K.K.A 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 Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Ice 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 Mini P.E.K.K.A P.E.K.K.A Ice Wizard

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Ice Wizard Mini P.E.K.K.A Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit Zap Ice Wizard

Attack Synergies 7 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.

Skeletons
Ice Spirit
Zap Hog Rider P.E.K.K.A Mini P.E.K.K.A
Zap
Ice Spirit Hog Rider P.E.K.K.A Electro Wizard Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Ice Spirit Zap Hog Rider Ice Wizard Electro Wizard
Hog Rider
Ice Spirit Zap Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Ice Spirit Zap Electro Wizard Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Hog Rider

Defense Synergies 5 14

Skeletons
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A Ice Wizard Electro Wizard
Ice Spirit
Zap Mini P.E.K.K.A Skeletons P.E.K.K.A Ice Wizard Electro Wizard
Zap
Ice Spirit Mini P.E.K.K.A Electro Wizard Skeletons P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Ice Spirit Zap Electro Wizard Skeletons Ice Wizard
Hog Rider
P.E.K.K.A
Skeletons Ice Spirit Zap Ice Wizard Electro Wizard
Ice Wizard
Skeletons Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
Electro Wizard
Zap Mini P.E.K.K.A Skeletons Ice Spirit 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.

Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Spirit Zap Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Skeletons Zap Ice Wizard Electro Wizard
Electro Wizard Ice Spirit Zap Ice Wizard
Zap P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Wizard
Skeletons Ice Spirit Mini P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Skeletons Zap
Zap Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Spirit Zap Ice Wizard Electro Wizard
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Skeletons Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Ice Spirit Zap Ice Wizard Electro Wizard
Zap Ice Spirit Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons Mini P.E.K.K.A
Skeletons Ice Spirit Zap Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Ice Spirit Mini P.E.K.K.A
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeletons
Electro Wizard Skeletons Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A Ice Wizard Electro Wizard
Zap Ice Wizard 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.)

Zap Ice Wizard Electro Wizard
Zap
Ice Spirit Zap Ice Wizard
Ice Spirit Zap Ice Wizard
Zap
Mini P.E.K.K.A Electro Wizard
Zap Electro Wizard
Zap
Zap
Zap
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Electro Wizard
Zap
Zap
Zap Ice Spirit Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Zap Ice Wizard Electro Wizard
Zap Electro Wizard Ice Spirit
Mini P.E.K.K.A
Zap
Zap Ice Spirit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Ice Spirit
Zap Ice Wizard Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap
Zap
P.E.K.K.A
Zap Ice Spirit Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A

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