My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Mega Minion 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.

Skeletons Ice Golem Mega Minion P.E.K.K.A 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 The Log

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.

Ice Golem 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
Skeletons Hog Rider
Giant Snowball
Skeletons Mega Minion Hog Rider
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Wizard
The Log
Skeletons Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Mega Minion Hog Rider P.E.K.K.A Electro Wizard
Fireball
Mega Minion Hog Rider Electro Wizard
Poison
Mega Minion Electro Wizard
Lightning
Ice Golem Mega Minion Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem The Log

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.

Ice Golem Mega Minion P.E.K.K.A

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 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.

Skeletons Zap Ice Golem The Log Mega Minion Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Skeletons Zap Ice Golem The Log

Attack Synergies 8 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.

Skeletons
Zap
Mega Minion Hog Rider P.E.K.K.A Electro Wizard Ice Golem The Log
Ice Golem
Mega Minion Hog Rider Zap Electro Wizard
Mega Minion
Zap Ice Golem
Hog Rider
Zap Ice Golem The Log Electro Wizard
P.E.K.K.A
Zap Electro Wizard The Log
The Log
Hog Rider Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Ice Golem Hog Rider

Defense Synergies 4 15

Skeletons
Zap Ice Golem Mega Minion P.E.K.K.A The Log Electro Wizard
Zap
Mega Minion Electro Wizard Skeletons Ice Golem P.E.K.K.A The Log
Ice Golem
Mega Minion Skeletons Zap The Log Electro Wizard
Mega Minion
Zap Ice Golem Skeletons The Log Electro Wizard
Hog Rider
P.E.K.K.A
The Log Skeletons Zap Electro Wizard
The Log
P.E.K.K.A Skeletons Zap Ice Golem Mega Minion Electro Wizard
Electro Wizard
Zap Skeletons Ice Golem Mega Minion P.E.K.K.A The Log

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 Ice Golem Mega Minion The Log Electro Wizard
P.E.K.K.A Skeletons Zap Mega Minion The Log Electro Wizard
P.E.K.K.A Skeletons Mega Minion Electro Wizard
P.E.K.K.A Skeletons Mega Minion Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Zap Mega Minion Electro Wizard
Mega Minion Electro Wizard Zap
Zap Ice Golem P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Ice Golem Electro Wizard
Electro Wizard Skeletons Zap Ice Golem Mega Minion The Log
Mega Minion Zap Electro Wizard
P.E.K.K.A Skeletons Zap The Log Electro Wizard
Zap Mega Minion P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Skeletons P.E.K.K.A Electro Wizard
Zap Mega Minion The Log Electro Wizard
Zap The Log Ice Golem Mega Minion Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Ice Golem P.E.K.K.A Electro Wizard
Electro Wizard Zap Ice Golem Mega Minion The Log
P.E.K.K.A Skeletons Zap Ice Golem The Log Electro Wizard
P.E.K.K.A Zap Ice Golem The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Zap Ice Golem Electro Wizard
P.E.K.K.A Skeletons Ice Golem Mega Minion Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Ice Golem Mega Minion The Log
P.E.K.K.A Skeletons Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons Ice Golem
Electro Wizard Skeletons Zap Ice Golem Mega Minion P.E.K.K.A The Log
Zap Ice Golem Mega Minion P.E.K.K.A The Log 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.)

Ice Golem The Log
Zap The Log Electro Wizard
The Log
Ice Golem The Log
Zap The Log
Zap Ice Golem Mega Minion
The Log
The Log Zap Ice Golem
The Log Zap
Electro Wizard
Zap The Log Electro Wizard
Zap
Ice Golem The Log
Zap Ice Golem The Log
Zap The Log
The Log
Zap Mega Minion The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap Ice Golem The Log
Mega Minion
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Ice Golem Electro Wizard
Zap Electro Wizard Mega Minion
Mega Minion
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard
Zap Mega Minion Electro Wizard
The Log
Mega Minion Electro Wizard
The Log Zap Ice Golem
Zap
Mega Minion P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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