My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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 Wizard Bowler Royal Ghost 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 Tornado

Punishments

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

Hog Rider Royal Ghost

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 Spirit Hog Rider Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard Tornado Bowler Royal Ghost

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 Tornado Bowler Royal Ghost

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 Wizard 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.

Ice Spirit Zap Tornado Royal Ghost Hog Rider Electro Wizard Wizard Bowler

Shortest cycle

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

9 Ice Spirit Zap Tornado Royal Ghost

Attack Synergies 6 12

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 Hog Rider Bowler Royal Ghost
Zap
Ice Spirit Hog Rider Tornado Electro Wizard Bowler Royal Ghost
Hog Rider
Ice Spirit Zap Wizard Tornado Bowler Electro Wizard
Wizard
Tornado Hog Rider Royal Ghost
Tornado
Zap Wizard Hog Rider Bowler
Bowler
Ice Spirit Zap Hog Rider Tornado Electro Wizard
Royal Ghost
Ice Spirit Zap Wizard Electro Wizard
Electro Wizard
Zap Hog Rider Bowler Royal Ghost

Defense Synergies 4 13

Ice Spirit
Zap Wizard Tornado Bowler Royal Ghost Electro Wizard
Zap
Ice Spirit Electro Wizard Tornado Bowler Royal Ghost
Hog Rider
Wizard
Tornado Ice Spirit Royal Ghost Electro Wizard
Tornado
Wizard Bowler Ice Spirit Zap Electro Wizard
Bowler
Tornado Ice Spirit Zap Electro Wizard
Royal Ghost
Ice Spirit Zap Wizard Electro Wizard
Electro Wizard
Zap Ice Spirit Wizard Tornado Bowler Royal Ghost

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.

Bowler Zap Wizard Electro Wizard
Ice Spirit Zap Electro Wizard
Tornado Bowler Electro Wizard
Bowler Electro Wizard
Tornado Bowler
Tornado Bowler Zap Royal Ghost Electro Wizard
Tornado Electro Wizard Ice Spirit Zap Wizard
Bowler Zap Electro Wizard
Tornado
Tornado Ice Spirit Bowler Royal Ghost Electro Wizard
Electro Wizard Zap Wizard Tornado Bowler Royal Ghost
Zap Wizard Tornado Electro Wizard
Bowler Ice Spirit Zap Wizard Electro Wizard
Wizard Bowler Ice Spirit Zap Tornado Royal Ghost Electro Wizard
Electro Wizard
Tornado Ice Spirit Zap Bowler Electro Wizard
Wizard Tornado Bowler Electro Wizard
Ice Spirit Zap Wizard Tornado Bowler Royal Ghost Electro Wizard
Zap Wizard Tornado Ice Spirit Bowler Royal Ghost Electro Wizard
Tornado Electro Wizard
Wizard Bowler Royal Ghost Electro Wizard

Counters to secondary win conditions

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

Zap Bowler Royal Ghost Electro Wizard
Electro Wizard Zap Wizard Bowler Royal Ghost
Ice Spirit Zap Bowler Electro Wizard
Bowler Zap Tornado Electro Wizard
Bowler
Wizard Ice Spirit Zap Tornado Electro Wizard
Bowler Electro Wizard
Zap Electro Wizard Ice Spirit Tornado
Bowler
Zap Tornado Bowler Electro Wizard
Bowler Wizard
Wizard Bowler
Electro Wizard Ice Spirit Zap Tornado Bowler
Bowler Zap Wizard Royal Ghost 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.)

Royal Ghost
Zap Tornado Bowler Royal Ghost Electro Wizard
Wizard Zap Bowler
Wizard Ice Spirit Zap Tornado
Wizard Tornado Bowler
Ice Spirit Zap Wizard Tornado Bowler
Zap Wizard Tornado
Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler Electro Wizard
Zap Wizard Tornado
Bowler
Zap
Zap Wizard Bowler
Wizard Bowler
Tornado
Zap Wizard Bowler Electro Wizard
Zap Wizard Tornado Bowler
Bowler
Wizard Tornado
Tornado Bowler
Zap
Zap Tornado Ice Spirit Wizard Bowler
Zap Wizard Tornado Bowler Royal Ghost Electro Wizard
Zap Wizard Tornado Bowler
Zap Tornado
Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Ice Spirit Wizard
Bowler
Zap Wizard
Zap Ice Spirit Electro Wizard
Wizard Bowler
Zap Electro Wizard Ice Spirit
Zap Wizard Tornado Electro Wizard
Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap Tornado
Zap Ice Spirit Tornado Bowler Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Bowler Royal Ghost Electro Wizard

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