My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Godly!
Versatility
Bad
F2P score
Great!

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.

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.

Ice Spirit Knight 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 Fireball Tornado

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.

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 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.

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
Goblins Hog Rider
Zap
Goblins
Barbarian Barrel
Ice Spirit Goblins Knight Electro Wizard
The Log
Ice Spirit Goblins Hog Rider
Earthquake
Hog Rider
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Knight Hog Rider Electro Wizard
Fireball
Hog Rider Electro Wizard
Poison
Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Tornado

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 Tornado

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 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.

Great!

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 Tornado Fireball Hog Rider Electro Wizard

Shortest cycle

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

8 Ice Spirit Goblins Zap Knight

Attack Synergies 11 8

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
Goblins
Hog Rider Ice Spirit Zap
Zap
Ice Spirit Fireball Hog Rider Tornado Electro Wizard Goblins Knight
Knight
Ice Spirit Hog Rider Zap Fireball Electro Wizard
Fireball
Zap Hog Rider Tornado Knight Electro Wizard
Hog Rider
Ice Spirit Goblins Zap Knight Fireball Tornado Electro Wizard
Tornado
Zap Fireball Hog Rider
Electro Wizard
Zap Knight Fireball Hog Rider

Defense Synergies 5 14

Ice Spirit
Zap Goblins Knight Fireball Tornado Electro Wizard
Goblins
Ice Spirit Zap Knight Electro Wizard
Zap
Ice Spirit Fireball Electro Wizard Goblins Knight Tornado
Knight
Electro Wizard Ice Spirit Goblins Zap Fireball Tornado
Fireball
Zap Tornado Ice Spirit Knight Electro Wizard
Hog Rider
Tornado
Fireball Ice Spirit Zap Knight Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Goblins Fireball Tornado

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 Electro Wizard
Ice Spirit Goblins Zap Knight Electro Wizard
Tornado Goblins Knight Electro Wizard
Goblins Knight Electro Wizard
Fireball Tornado
Fireball Tornado Goblins Zap Electro Wizard
Tornado Electro Wizard Ice Spirit Zap Fireball
Zap Fireball Electro Wizard
Goblins Tornado
Knight Tornado Ice Spirit Goblins Electro Wizard
Goblins Electro Wizard Zap Knight Fireball Tornado
Zap Fireball Tornado Electro Wizard
Ice Spirit Zap Knight Fireball Electro Wizard
Fireball Ice Spirit Goblins Zap Tornado Electro Wizard
Knight Electro Wizard
Tornado Ice Spirit Zap Fireball Electro Wizard
Goblins Knight Fireball Tornado Electro Wizard
Ice Spirit Fireball Goblins Zap Knight Tornado Electro Wizard
Zap Tornado Ice Spirit Knight Fireball Electro Wizard
Tornado Electro Wizard
Goblins Knight Fireball Electro Wizard

Counters to secondary win conditions

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

Knight Goblins Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Knight
Ice Spirit Goblins Zap Knight Electro Wizard
Zap Knight Fireball Tornado Electro Wizard
Knight
Fireball Ice Spirit Zap Tornado Electro Wizard
Goblins Knight Fireball Electro Wizard
Knight
Zap Electro Wizard Ice Spirit Goblins Knight Fireball Tornado
Knight
Zap Fireball Tornado Electro Wizard
Knight Fireball
Fireball
Electro Wizard Ice Spirit Goblins Zap Knight Fireball Tornado
Zap Fireball 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.)

Fireball Knight
Fireball Zap Tornado Electro Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Ice Spirit Zap Tornado
Tornado
Fireball Ice Spirit Zap Tornado
Fireball Zap Tornado
Goblins Fireball Tornado Electro Wizard
Zap Knight Fireball Tornado Electro Wizard
Fireball Zap Tornado
Knight Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball Tornado
Zap Fireball Electro Wizard
Zap Fireball Tornado
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Ice Spirit Fireball
Fireball Zap Tornado Electro Wizard
Fireball Zap Tornado
Fireball Zap Tornado
Zap Fireball Tornado Electro Wizard
Zap Electro Wizard Ice Spirit Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball Electro Wizard
Fireball
Zap Electro Wizard Ice Spirit Fireball
Fireball Zap Tornado Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball Tornado
Zap Ice Spirit Fireball Tornado Electro Wizard
Zap Fireball Tornado Electro Wizard
Zap Fireball Tornado Electro Wizard

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