My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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.

Electro Dragon Ice Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Electro Dragon Ice Wizard Lava Hound

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Wall Breakers Lava Hound

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake

Punishments

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

Hog Rider Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

Heal Spirit Hog Rider Wall Breakers Lava Hound

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 Dragon

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 Wall Breakers Lava Hound
Giant Snowball
Hog Rider Wall Breakers Electro Dragon Lava Hound
Zap
Wall Breakers Lava Hound
Barbarian Barrel
Heal Spirit Bomb Tower Wall Breakers Ice Wizard
The Log
Heal Spirit Hog Rider Wall Breakers
Earthquake
Bomb Tower Hog Rider
Arrows
Heal Spirit Wall Breakers Lava Hound
Royal Delivery
Heal Spirit Hog Rider Wall Breakers Electro Dragon Ice Wizard Lava Hound
Fireball
Bomb Tower Hog Rider Wall Breakers Electro Dragon Ice Wizard Lava Hound
Poison
Bomb Tower Electro Dragon Ice Wizard Lava Hound
Lightning
Bomb Tower Electro Dragon Ice Wizard
Rocket
Bomb Tower Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Electro Dragon 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.

Heal Spirit 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.

Heal Spirit Ice Wizard Lava Hound

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.

Heal Spirit Wall Breakers Earthquake Ice Wizard Bomb Tower Hog Rider Electro Dragon Lava Hound

Shortest cycle

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

9 Heal Spirit Wall Breakers Earthquake Ice Wizard

Attack Synergies 2 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.

Heal Spirit
Hog Rider Electro Dragon
Earthquake
Hog Rider Wall Breakers Lava Hound
Bomb Tower
Hog Rider
Earthquake Heal Spirit
Wall Breakers
Earthquake
Electro Dragon
Lava Hound Heal Spirit Ice Wizard
Ice Wizard
Electro Dragon
Lava Hound
Electro Dragon Earthquake

Defense Synergies 0 4

Heal Spirit
Earthquake
Bomb Tower Ice Wizard
Bomb Tower
Earthquake Ice Wizard
Hog Rider
Wall Breakers
Electro Dragon
Ice Wizard
Ice Wizard
Earthquake Bomb Tower Electro Dragon
Lava Hound

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.

Earthquake Electro Dragon
Bomb Tower Electro Dragon Ice Wizard
Bomb Tower Electro Dragon Ice Wizard
Bomb Tower Electro Dragon Ice Wizard
Earthquake Bomb Tower
Earthquake Bomb Tower Electro Dragon Ice Wizard
Bomb Tower Electro Dragon Ice Wizard
Earthquake Bomb Tower Electro Dragon
Bomb Tower Ice Wizard
Ice Wizard
Ice Wizard Earthquake Bomb Tower Electro Dragon
Electro Dragon Ice Wizard
Bomb Tower Earthquake Electro Dragon Ice Wizard
Bomb Tower Earthquake Electro Dragon
Bomb Tower
Bomb Tower
Bomb Tower Electro Dragon
Bomb Tower Electro Dragon Ice Wizard
Earthquake Bomb Tower Electro Dragon Ice Wizard
Bomb Tower
Earthquake Bomb Tower Electro Dragon

Counters to secondary win conditions

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

Bomb Tower Electro Dragon
Bomb Tower Electro Dragon
Bomb Tower Electro Dragon Ice Wizard
Bomb Tower Ice Wizard
Bomb Tower
Electro Dragon Bomb Tower
Bomb Tower Electro Dragon
Bomb Tower
Bomb Tower Electro Dragon
Electro Dragon Bomb Tower
Earthquake Bomb Tower Electro Dragon Ice 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.)

Earthquake Electro Dragon
Electro Dragon Ice Wizard
Earthquake Electro Dragon
Earthquake
Earthquake
Electro Dragon Ice Wizard
Earthquake
Earthquake Electro Dragon Ice Wizard
Electro Dragon
Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon Ice Wizard
Earthquake Electro Dragon Ice Wizard
Electro Dragon
Electro Dragon Ice Wizard
Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Earthquake
Earthquake Electro Dragon
Electro Dragon Ice Wizard
Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon

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