My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Great!
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.

Firecracker Ice Golem Wizard 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.

Knight Firecracker Ice Golem Wizard 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.

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.

Knight Ice Golem 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.

Firecracker 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
Giant Snowball
Hog Rider
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Wizard Ice Wizard Electro Wizard
The Log
Firecracker Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Knight Firecracker Hog Rider Wizard Ice Wizard Electro Wizard
Fireball
Firecracker Hog Rider Wizard Ice Wizard Electro Wizard
Poison
Firecracker Wizard Ice Wizard Electro Wizard
Lightning
Knight Ice Golem Wizard Ice Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Golem Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Ice Golem Wizard 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.

Knight Ice Golem 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 Golem Wizard 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 Ice Golem Knight Firecracker Ice Wizard Hog Rider Electro Wizard Wizard

Shortest cycle

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

10 Zap Ice Golem Knight Firecracker

Attack Synergies 7 10

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
Firecracker Hog Rider Electro Wizard Knight Ice Golem Ice Wizard
Knight
Firecracker Hog Rider Zap Wizard Ice Wizard Electro Wizard
Firecracker
Zap Knight Hog Rider Ice Golem
Ice Golem
Hog Rider Zap Firecracker Electro Wizard
Hog Rider
Zap Knight Firecracker Ice Golem Wizard Electro Wizard
Wizard
Knight Hog Rider
Ice Wizard
Zap Knight
Electro Wizard
Zap Knight Ice Golem Hog Rider

Defense Synergies 5 12

Zap
Electro Wizard Knight Firecracker Ice Golem Ice Wizard
Knight
Firecracker Ice Wizard Electro Wizard Zap Wizard
Firecracker
Knight Ice Golem Zap Ice Wizard Electro Wizard
Ice Golem
Firecracker Zap Wizard Ice Wizard Electro Wizard
Hog Rider
Wizard
Knight Ice Golem Ice Wizard Electro Wizard
Ice Wizard
Knight Zap Firecracker Ice Golem Wizard
Electro Wizard
Zap Knight Firecracker Ice Golem Wizard

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 Ice Golem Wizard Electro Wizard
Zap Knight Firecracker Ice Wizard Electro Wizard
Knight Ice Wizard Electro Wizard
Knight Firecracker Ice Wizard Electro Wizard
Firecracker
Zap Firecracker Ice Wizard Electro Wizard
Electro Wizard Zap Firecracker Wizard Ice Wizard
Zap Ice Golem Electro Wizard
Ice Wizard
Knight Firecracker Ice Golem Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Zap Knight Firecracker Ice Golem Wizard
Zap Firecracker Wizard Ice Wizard Electro Wizard
Zap Knight Wizard Ice Wizard Electro Wizard
Wizard Zap Firecracker Electro Wizard
Knight Electro Wizard
Zap Electro Wizard
Wizard Knight Firecracker Electro Wizard
Zap Knight Firecracker Wizard Ice Wizard Electro Wizard
Zap Wizard Knight Firecracker Ice Golem Ice Wizard Electro Wizard
Electro Wizard
Wizard Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Zap Ice Golem Electro Wizard
Electro Wizard Zap Knight Firecracker Ice Golem Wizard
Zap Knight Ice Golem Electro Wizard
Zap Knight Ice Golem Electro Wizard
Knight
Firecracker Wizard Zap Ice Golem Ice Wizard Electro Wizard
Knight Ice Golem Ice Wizard Electro Wizard
Knight
Zap Electro Wizard Knight Firecracker Ice Golem
Knight
Zap Electro Wizard
Knight Ice Golem Wizard
Wizard Firecracker
Electro Wizard Zap Knight Firecracker Ice Golem
Zap Firecracker Ice Golem Wizard 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.)

Knight Firecracker Ice Golem
Firecracker Zap Ice Wizard Electro Wizard
Knight Firecracker Ice Golem
Wizard Zap Firecracker
Firecracker Wizard Zap Ice Golem Ice Wizard
Firecracker Wizard
Zap Firecracker Ice Golem Wizard Ice Wizard
Zap Firecracker Wizard
Electro Wizard
Firecracker Zap Knight Wizard Electro Wizard
Zap Firecracker Wizard
Knight Firecracker Ice Golem
Firecracker
Zap Firecracker Ice Golem
Zap Firecracker Wizard
Firecracker Wizard
Zap Firecracker Wizard Electro Wizard
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Ice Golem Wizard Ice Wizard
Firecracker Zap Wizard Ice Wizard Electro Wizard
Zap Wizard
Zap Firecracker
Zap Firecracker Ice Golem Wizard Ice Wizard Electro Wizard
Zap Electro Wizard Firecracker Wizard
Zap Wizard
Zap Firecracker Electro Wizard
Firecracker Wizard
Zap Electro Wizard
Zap Firecracker Wizard Ice Wizard Electro Wizard
Knight Firecracker Wizard Electro Wizard
Zap Firecracker Ice Golem Wizard
Zap
Firecracker
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker Wizard

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