My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Godly!
Versatility
Good
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.

Minions 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.

Giant Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Zap Tornado Freeze

Punishments

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

Hog Rider Giant

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.

Hog Rider Giant

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
Minions Hog Rider Giant Guards
Giant Snowball
Minions Hog Rider Guards
Zap
Minions Guards
Barbarian Barrel
Wizard Guards
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Minions Guards
Royal Delivery
Minions Hog Rider Wizard Guards
Fireball
Minions Hog Rider Wizard
Poison
Minions Wizard Guards
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Freeze

Ladder info

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.

Guards Tornado Freeze

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.

Minions 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.

Zap Minions Guards Tornado Hog Rider Freeze Giant Wizard

Shortest cycle

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

11 Zap Minions Guards Tornado

Attack Synergies 7 11

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
Hog Rider Giant Tornado Minions Guards Freeze
Minions
Hog Rider Giant Zap
Hog Rider
Zap Minions Freeze Giant Wizard Guards Tornado
Giant
Zap Minions Hog Rider Wizard Guards Tornado
Wizard
Tornado Hog Rider Giant
Guards
Zap Hog Rider Giant
Tornado
Zap Wizard Hog Rider Giant Freeze
Freeze
Hog Rider Zap Tornado

Defense Synergies 1 6

Zap
Minions Guards Tornado
Minions
Zap Freeze
Hog Rider
Giant
Wizard
Tornado Guards Freeze
Guards
Zap Wizard
Tornado
Wizard Zap
Freeze
Minions Wizard

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 Minions Wizard
Zap Minions
Tornado Minions Freeze
Minions Guards
Tornado
Tornado Freeze Zap Minions Guards
Minions Tornado Zap Wizard Freeze
Zap
Minions Tornado
Guards Tornado
Minions Guards Zap Wizard Tornado Freeze
Minions Zap Wizard Tornado
Zap Minions Wizard Guards Freeze
Wizard Zap Minions Guards Tornado Freeze
Tornado Zap Freeze
Wizard Minions Tornado
Zap Minions Wizard Guards Tornado
Zap Wizard Tornado Freeze Minions Guards
Tornado
Wizard Minions Guards

Counters to secondary win conditions

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

Guards Zap
Zap Wizard
Guards Zap Minions
Guards Zap Tornado
Guards
Wizard Zap Minions Tornado Freeze
Guards Minions
Zap Freeze Minions Tornado
Guards
Minions Guards
Zap Guards Tornado
Wizard Guards
Wizard
Guards Zap Minions Tornado Freeze
Minions Zap Wizard Freeze

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.)

Guards Freeze
Zap Tornado
Guards Freeze
Wizard Zap
Wizard Zap Minions Tornado Freeze
Wizard Tornado
Zap Wizard Tornado Freeze
Zap Wizard Tornado
Minions Guards Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Minions Freeze
Zap
Zap Wizard
Wizard
Tornado Freeze
Minions
Zap Wizard
Zap Wizard Tornado
Minions
Wizard Tornado
Tornado
Zap
Zap Tornado Freeze Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Zap Wizard Tornado
Zap Minions Wizard Guards Freeze
Zap Wizard
Zap Freeze
Wizard
Zap Minions Guards Freeze
Zap Wizard Tornado
Freeze
Wizard
Zap Wizard
Zap Tornado
Zap Minions Guards Tornado Freeze
Zap Tornado
Zap Tornado Freeze

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