My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Tesla Ice Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla P.E.K.K.A Ice 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 Arrows Rocket

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.

Rocket

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket 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.

Arrows Rocket Guards 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 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.

Zap Arrows Guards Ice Wizard Tesla Hog Rider Rocket P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Guards Ice Wizard

Attack Synergies 5 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
Arrows Hog Rider P.E.K.K.A Guards Ice Wizard
Arrows
Zap Hog Rider P.E.K.K.A
Tesla
Hog Rider
Zap Arrows Rocket Guards
Rocket
Hog Rider
Guards
Zap Hog Rider
P.E.K.K.A
Zap Arrows Ice Wizard
Ice Wizard
Zap P.E.K.K.A

Defense Synergies 0 11

Zap
Arrows Tesla Guards P.E.K.K.A Ice Wizard
Arrows
Zap Tesla P.E.K.K.A Ice Wizard
Tesla
Zap Arrows Guards
Hog Rider
Rocket
Guards
Zap Tesla Ice Wizard
P.E.K.K.A
Zap Arrows Ice Wizard
Ice Wizard
Zap Arrows Guards 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.

Rocket Zap Tesla
P.E.K.K.A Zap Tesla Ice Wizard
Tesla Rocket P.E.K.K.A Ice Wizard
Tesla P.E.K.K.A Guards Ice Wizard
Arrows Rocket P.E.K.K.A
Arrows Zap Tesla Guards Ice Wizard
Tesla Rocket Zap Arrows Ice Wizard
Rocket Zap Arrows Tesla P.E.K.K.A
Tesla P.E.K.K.A Ice Wizard
Guards Tesla Ice Wizard
Guards Ice Wizard Zap Arrows Tesla
Arrows Tesla Zap Ice Wizard
Tesla P.E.K.K.A Zap Rocket Guards Ice Wizard
Rocket Zap Arrows Tesla Guards P.E.K.K.A
P.E.K.K.A Tesla
Rocket Zap Tesla P.E.K.K.A
Tesla Arrows P.E.K.K.A
Arrows Tesla Zap Guards Ice Wizard
Zap Arrows Tesla Guards Ice Wizard
P.E.K.K.A Tesla
Arrows Tesla Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Tesla P.E.K.K.A
Zap Arrows Tesla Rocket
Guards P.E.K.K.A Zap Rocket
Rocket Guards P.E.K.K.A Zap Tesla
P.E.K.K.A Tesla Guards
Arrows Rocket Zap Tesla Ice Wizard
Rocket Guards P.E.K.K.A Tesla Ice Wizard
P.E.K.K.A Tesla
Zap Rocket P.E.K.K.A
P.E.K.K.A Tesla Guards
P.E.K.K.A Tesla Guards
Rocket P.E.K.K.A Zap Arrows Guards
Rocket P.E.K.K.A Tesla Guards
Tesla
Tesla Guards Zap Rocket P.E.K.K.A
Arrows Zap Tesla P.E.K.K.A 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.)

Arrows Rocket Guards
Arrows Zap Ice Wizard
Rocket Arrows
Arrows Rocket Guards
Rocket Zap Arrows
Arrows Zap Rocket Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Rocket Guards
Rocket Zap Arrows
Zap Arrows Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Rocket
Rocket Zap Arrows
Rocket Zap Arrows
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows Ice Wizard
Arrows Zap Ice Wizard
Zap Arrows
Rocket Zap Arrows
Zap Arrows Ice Wizard
Zap Rocket Guards
Zap Arrows Rocket
Zap Rocket Arrows
P.E.K.K.A
Rocket Arrows
Zap Rocket Guards
Rocket Zap Arrows Ice Wizard
Arrows
Rocket
Arrows Zap
Rocket Zap Arrows
P.E.K.K.A
Zap Rocket Guards
Zap Rocket
Zap Rocket

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