My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

Ice Spirit Knight 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 Fireball

Punishments

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

Mini P.E.K.K.A 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.

Ice Spirit Goblins Knight Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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.

Ice Spirit Knight Mini 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

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 Spirit Goblins Fireball 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.

Ice Spirit Goblins Zap Knight Ice Wizard Fireball Mini P.E.K.K.A Hog Rider

Shortest cycle

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

8 Ice Spirit Goblins Zap Knight

Attack Synergies 8 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.

Ice Spirit
Zap Knight Hog Rider Goblins Mini P.E.K.K.A
Goblins
Hog Rider Ice Spirit Zap
Zap
Ice Spirit Fireball Hog Rider Goblins Knight Mini P.E.K.K.A Ice Wizard
Knight
Ice Spirit Hog Rider Zap Fireball Ice Wizard
Fireball
Zap Hog Rider Knight
Mini P.E.K.K.A
Ice Spirit Zap Hog Rider Ice Wizard
Hog Rider
Ice Spirit Goblins Zap Knight Fireball Mini P.E.K.K.A
Ice Wizard
Zap Knight Mini P.E.K.K.A

Defense Synergies 5 14

Ice Spirit
Zap Mini P.E.K.K.A Goblins Knight Fireball Ice Wizard
Goblins
Ice Spirit Zap Knight Ice Wizard
Zap
Ice Spirit Fireball Mini P.E.K.K.A Goblins Knight Ice Wizard
Knight
Ice Wizard Ice Spirit Goblins Zap Fireball Mini P.E.K.K.A
Fireball
Zap Ice Spirit Knight Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Ice Spirit Zap Knight Fireball Ice Wizard
Hog Rider
Ice Wizard
Knight Ice Spirit Goblins Zap Fireball Mini 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 Knight Fireball
Mini P.E.K.K.A Ice Spirit Goblins Zap Knight Ice Wizard
Mini P.E.K.K.A Goblins Knight Ice Wizard
Mini P.E.K.K.A Goblins Knight Ice Wizard
Fireball Mini P.E.K.K.A
Fireball Goblins Zap Ice Wizard
Ice Spirit Zap Fireball Ice Wizard
Zap Fireball
Mini P.E.K.K.A Goblins Ice Wizard
Knight Ice Spirit Goblins Mini P.E.K.K.A Ice Wizard
Goblins Ice Wizard Zap Knight Fireball
Zap Fireball Ice Wizard
Mini P.E.K.K.A Ice Spirit Zap Knight Fireball Ice Wizard
Fireball Ice Spirit Goblins Zap Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Ice Spirit Zap Fireball Mini P.E.K.K.A
Goblins Knight Fireball Mini P.E.K.K.A
Ice Spirit Fireball Goblins Zap Knight Ice Wizard
Zap Ice Spirit Knight Fireball Ice Wizard
Mini P.E.K.K.A
Goblins Knight Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Goblins Zap Fireball
Fireball Zap Knight Mini P.E.K.K.A
Ice Spirit Goblins Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A Zap Knight Fireball
Knight Mini P.E.K.K.A
Fireball Ice Spirit Zap Ice Wizard
Mini P.E.K.K.A Goblins Knight Fireball Ice Wizard
Mini P.E.K.K.A Knight
Zap Ice Spirit Goblins Knight Fireball Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Zap Fireball
Mini P.E.K.K.A Knight Fireball
Fireball
Ice Spirit Goblins Zap Knight Fireball Mini P.E.K.K.A
Zap Fireball Mini 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.)

Fireball Knight
Fireball Zap Ice Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Ice Spirit Zap Ice Wizard
Fireball Ice Spirit Zap Ice Wizard
Fireball Zap
Goblins Fireball Mini P.E.K.K.A
Zap Knight Fireball
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball Ice Wizard
Fireball Zap Ice Wizard
Fireball Zap
Fireball Zap
Zap Fireball Ice Wizard
Zap Ice Spirit Fireball
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Ice Spirit Fireball
Fireball
Zap Ice Spirit Fireball
Fireball Zap Ice Wizard
Fireball
Fireball Knight Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Ice Spirit Fireball
Zap Fireball
Zap Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: