My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch 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.

Witch 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 Fireball

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Skeleton Army P.E.K.K.A 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.

Fireball 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.

Fireball Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Ice Wizard Fireball Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Zap Skeleton Army Ice Wizard Fireball

Attack Synergies 6 7

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
Fireball Hog Rider P.E.K.K.A Electro Wizard Witch Ice Wizard
Fireball
Zap Hog Rider Electro Wizard
Hog Rider
Zap Fireball Witch Electro Wizard
Skeleton Army
Witch
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Witch Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider

Defense Synergies 2 12

Zap
Fireball Electro Wizard Skeleton Army Witch P.E.K.K.A Ice Wizard
Fireball
Zap Ice Wizard Electro Wizard
Hog Rider
Skeleton Army
Zap Ice Wizard Electro Wizard
Witch
Zap Ice Wizard Electro Wizard
P.E.K.K.A
Zap Ice Wizard Electro Wizard
Ice Wizard
Zap Fireball Skeleton Army Witch P.E.K.K.A
Electro Wizard
Zap Fireball Skeleton Army Witch 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 Fireball Electro Wizard
Skeleton Army P.E.K.K.A Zap Witch Ice Wizard Electro Wizard
Skeleton Army Witch P.E.K.K.A Ice Wizard Electro Wizard
Skeleton Army Witch P.E.K.K.A Ice Wizard Electro Wizard
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Zap Ice Wizard Electro Wizard
Electro Wizard Zap Fireball Witch Ice Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Skeleton Army Ice Wizard
Skeleton Army Ice Wizard Electro Wizard
Skeleton Army Witch Ice Wizard Electro Wizard Zap Fireball
Zap Fireball Witch Ice Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Witch Ice Wizard Electro Wizard
Fireball Skeleton Army Zap Witch P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Zap Fireball P.E.K.K.A Electro Wizard
Fireball Skeleton Army Witch P.E.K.K.A Electro Wizard
Fireball Zap Skeleton Army Witch Ice Wizard Electro Wizard
Zap Witch Fireball Ice Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Skeleton Army Fireball Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap
Skeleton Army P.E.K.K.A Zap Witch Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeleton Army Witch
Fireball Zap Witch Ice Wizard Electro Wizard
Skeleton Army P.E.K.K.A Fireball Witch Ice Wizard Electro Wizard
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Fireball Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
Skeleton Army P.E.K.K.A Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Fireball P.E.K.K.A
Zap Fireball Witch P.E.K.K.A Ice Wizard Electro Wizard
Fireball

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
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap Witch Ice Wizard
Witch
Fireball Zap Ice Wizard
Fireball Zap
Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch Ice Wizard
Witch
Fireball Zap Witch Ice Wizard Electro Wizard
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch Ice Wizard Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball Skeleton Army Witch
Fireball Zap Witch Ice Wizard Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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