My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Mediocre
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.

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 Spirit Knight Bandit 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.

Fireball Tornado

Punishments

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

Hog Rider Bandit

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 Knight Hog Rider Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Ice Spirit Knight Tornado Bandit Fireball Hog Rider Electro Wizard

Shortest cycle

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

8 Skeletons Ice Spirit Knight Tornado

Attack Synergies 5 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.

Skeletons
Ice Spirit
Knight Hog Rider Bandit
Knight
Ice Spirit Hog Rider Fireball Electro Wizard
Fireball
Hog Rider Tornado Knight Electro Wizard
Hog Rider
Ice Spirit Knight Fireball Tornado Bandit Electro Wizard
Tornado
Fireball Hog Rider
Bandit
Ice Spirit Hog Rider Electro Wizard
Electro Wizard
Knight Fireball Hog Rider Bandit

Defense Synergies 2 16

Skeletons
Ice Spirit Knight Tornado Bandit Electro Wizard
Ice Spirit
Skeletons Knight Fireball Tornado Bandit Electro Wizard
Knight
Electro Wizard Skeletons Ice Spirit Fireball Tornado
Fireball
Tornado Ice Spirit Knight Bandit Electro Wizard
Hog Rider
Tornado
Fireball Skeletons Ice Spirit Knight Electro Wizard
Bandit
Skeletons Ice Spirit Fireball Electro Wizard
Electro Wizard
Knight Skeletons Ice Spirit Fireball Tornado Bandit

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.

Knight Fireball Electro Wizard
Skeletons Ice Spirit Knight Bandit Electro Wizard
Tornado Skeletons Knight Bandit Electro Wizard
Skeletons Knight Bandit Electro Wizard
Fireball Tornado
Fireball Tornado Skeletons Bandit Electro Wizard
Tornado Electro Wizard Ice Spirit Fireball
Fireball Bandit Electro Wizard
Skeletons Tornado
Knight Tornado Skeletons Ice Spirit Bandit Electro Wizard
Electro Wizard Skeletons Knight Fireball Tornado Bandit
Fireball Tornado Electro Wizard
Skeletons Ice Spirit Knight Fireball Bandit Electro Wizard
Fireball Ice Spirit Tornado Electro Wizard
Knight Bandit Electro Wizard
Tornado Ice Spirit Fireball Bandit Electro Wizard
Skeletons Knight Fireball Tornado Electro Wizard
Ice Spirit Fireball Knight Tornado Bandit Electro Wizard
Tornado Ice Spirit Knight Fireball Bandit Electro Wizard
Tornado Electro Wizard
Knight Fireball Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Fireball Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight
Bandit Skeletons Ice Spirit Knight Electro Wizard
Knight Fireball Tornado Bandit Electro Wizard
Skeletons Knight Bandit
Fireball Skeletons Ice Spirit Tornado Electro Wizard
Skeletons Knight Fireball Bandit Electro Wizard
Knight
Electro Wizard Skeletons Ice Spirit Knight Fireball Tornado Bandit
Skeletons
Knight
Fireball Tornado Electro Wizard
Skeletons Knight Fireball Bandit
Fireball
Electro Wizard Skeletons Ice Spirit Knight Fireball Tornado
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 Bandit
Fireball Tornado Bandit Electro Wizard
Fireball Bandit
Knight Fireball
Fireball
Fireball Ice Spirit Tornado
Tornado
Fireball Ice Spirit Tornado
Fireball Tornado Bandit
Fireball Tornado Electro Wizard
Knight Fireball Tornado Bandit Electro Wizard
Fireball Tornado
Knight Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball Tornado
Fireball Bandit Electro Wizard
Fireball Tornado
Fireball
Fireball Tornado
Tornado
Fireball
Tornado Ice Spirit Fireball
Fireball Tornado Bandit Electro Wizard
Fireball Tornado Bandit
Fireball Tornado Bandit
Fireball Tornado Electro Wizard
Electro Wizard Ice Spirit Fireball
Fireball
Fireball Bandit
Ice Spirit Fireball Electro Wizard
Fireball
Electro Wizard Ice Spirit Fireball Bandit
Fireball Tornado Electro Wizard
Fireball
Fireball Knight Electro Wizard
Fireball
Fireball Tornado
Ice Spirit Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Bandit Electro Wizard

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