My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers Ice Wizard Electro Wizard

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Tombstone 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 Freeze

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.

Missing

Dropped at the bridge

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

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 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
Archers Hog Rider Skeleton Army
Giant Snowball
Archers Tombstone Hog Rider Skeleton Army
Zap
Archers Tombstone Skeleton Army
Barbarian Barrel
Archers Tombstone Skeleton Army Ice Wizard Electro Wizard
The Log
Archers Tombstone Hog Rider Skeleton Army
Earthquake
Archers Tombstone Hog Rider Skeleton Army
Arrows
Archers Tombstone Skeleton Army
Royal Delivery
Archers Hog Rider Skeleton Army Ice Wizard Electro Wizard
Fireball
Archers Tombstone Hog Rider Skeleton Army Ice Wizard Electro Wizard
Poison
Archers Tombstone Skeleton Army Ice Wizard Electro Wizard
Lightning
Tombstone Ice Wizard Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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.

Tombstone Skeleton Army Freeze Ice Wizard

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.

Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Tombstone Skeleton Army Ice Wizard Hog Rider Freeze Electro Wizard

Shortest cycle

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

11 Zap Archers Tombstone Skeleton Army

Attack Synergies 3 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.

Zap
Hog Rider Electro Wizard Archers Freeze Ice Wizard
Archers
Zap Hog Rider
Tombstone
Hog Rider
Zap Freeze Archers Electro Wizard
Skeleton Army
Freeze
Hog Rider Zap
Ice Wizard
Zap
Electro Wizard
Zap Hog Rider

Defense Synergies 1 14

Zap
Electro Wizard Archers Tombstone Skeleton Army Ice Wizard
Archers
Zap Tombstone Skeleton Army Ice Wizard Electro Wizard
Tombstone
Zap Archers Ice Wizard Electro Wizard
Hog Rider
Skeleton Army
Zap Archers Freeze Ice Wizard Electro Wizard
Freeze
Skeleton Army Electro Wizard
Ice Wizard
Zap Archers Tombstone Skeleton Army
Electro Wizard
Zap Archers Tombstone Skeleton Army Freeze

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 Tombstone Electro Wizard
Skeleton Army Zap Tombstone Ice Wizard Electro Wizard
Skeleton Army Archers Tombstone Freeze Ice Wizard Electro Wizard
Skeleton Army Tombstone Ice Wizard Electro Wizard
Tombstone Skeleton Army
Skeleton Army Freeze Zap Archers Ice Wizard Electro Wizard
Electro Wizard Zap Archers Tombstone Freeze Ice Wizard
Zap Electro Wizard
Tombstone Skeleton Army Ice Wizard
Skeleton Army Archers Ice Wizard Electro Wizard
Archers Skeleton Army Ice Wizard Electro Wizard Zap Tombstone Freeze
Zap Archers Ice Wizard Electro Wizard
Tombstone Skeleton Army Zap Freeze Ice Wizard Electro Wizard
Skeleton Army Zap Tombstone Freeze Electro Wizard
Skeleton Army Tombstone Electro Wizard
Skeleton Army Zap Freeze Electro Wizard
Tombstone Skeleton Army Electro Wizard
Tombstone Zap Archers Skeleton Army Ice Wizard Electro Wizard
Zap Freeze Archers Tombstone Ice Wizard Electro Wizard
Electro Wizard
Skeleton Army Archers Electro Wizard
Tombstone

Counters to secondary win conditions

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

Skeleton Army Zap Archers Tombstone Electro Wizard
Electro Wizard Zap Archers
Tombstone Skeleton Army Zap Electro Wizard
Skeleton Army Zap Electro Wizard
Tombstone Skeleton Army
Zap Archers Freeze Ice Wizard Electro Wizard
Skeleton Army Archers Tombstone Ice Wizard Electro Wizard
Skeleton Army
Zap Freeze Electro Wizard Tombstone Skeleton Army
Tombstone Skeleton Army
Tombstone
Skeleton Army Zap Electro Wizard
Skeleton Army Tombstone
Archers Skeleton Army
Tombstone Skeleton Army Electro Wizard Zap Archers Freeze
Zap Archers Freeze Ice Wizard Electro Wizard
Zap Tombstone 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.)

Freeze
Zap Ice Wizard Electro Wizard
Freeze
Zap
Zap Freeze Ice Wizard
Archers
Zap Freeze Ice Wizard
Zap
Electro Wizard
Zap Electro Wizard
Zap Archers
Freeze
Zap
Zap
Freeze
Zap Archers Electro Wizard
Zap
Zap
Zap Freeze Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Zap Archers Ice Wizard Electro Wizard
Zap Electro Wizard Freeze
Zap
Zap Freeze Electro Wizard
Zap Electro Wizard Archers Tombstone Skeleton Army Freeze
Zap Archers Ice Wizard Electro Wizard
Freeze
Electro Wizard
Zap
Zap
Zap Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Electro Wizard

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