My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

Bats 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.

Bats Giant Skeleton P.E.K.K.A 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 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.

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 Skeleton P.E.K.K.A

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 Giant Skeleton

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
Bats Hog Rider Guards Giant Skeleton
Giant Snowball
Bats Hog Rider Guards
Zap
Bats Guards
Barbarian Barrel
Guards Giant Skeleton Ice Wizard
The Log
Hog Rider Guards Giant Skeleton
Earthquake
Hog Rider Guards
Arrows
Bats Guards
Royal Delivery
Bats Hog Rider Guards Giant Skeleton P.E.K.K.A Ice Wizard
Fireball
Hog Rider Ice Wizard
Poison
Bats Guards Ice Wizard
Lightning
Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Bats Guards Tornado Giant Skeleton P.E.K.K.A Ice Wizard

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Tornado Ice Wizard Hog Rider Giant Skeleton P.E.K.K.A

Shortest cycle

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

10 Bats Zap Guards Tornado

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.

Bats
Hog Rider Giant Skeleton Zap P.E.K.K.A
Zap
Hog Rider Tornado P.E.K.K.A Bats Guards Giant Skeleton Ice Wizard
Hog Rider
Bats Zap Guards Tornado Giant Skeleton
Guards
Zap Hog Rider
Tornado
Zap P.E.K.K.A Hog Rider Giant Skeleton Ice Wizard
Giant Skeleton
Bats Zap Hog Rider Tornado Ice Wizard
P.E.K.K.A
Zap Tornado Bats Ice Wizard
Ice Wizard
Zap Tornado Giant Skeleton P.E.K.K.A

Defense Synergies 2 14

Bats
Zap Giant Skeleton P.E.K.K.A Ice Wizard
Zap
Bats Guards Tornado Giant Skeleton P.E.K.K.A Ice Wizard
Hog Rider
Guards
Zap Giant Skeleton Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Zap Giant Skeleton
Giant Skeleton
Bats Zap Guards Tornado Ice Wizard
P.E.K.K.A
Tornado Bats Zap Ice Wizard
Ice Wizard
Tornado Bats Zap Guards Giant Skeleton 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
P.E.K.K.A Bats Zap Ice Wizard
Tornado P.E.K.K.A Bats Giant Skeleton Ice Wizard
P.E.K.K.A Bats Guards Ice Wizard
Tornado Giant Skeleton P.E.K.K.A
Tornado Bats Zap Guards Ice Wizard
Bats Tornado Zap Ice Wizard
Zap Giant Skeleton P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Guards Tornado Giant Skeleton Ice Wizard
Bats Guards Ice Wizard Zap Tornado Giant Skeleton
Bats Zap Tornado Ice Wizard
P.E.K.K.A Bats Zap Guards Giant Skeleton Ice Wizard
Bats Zap Guards Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Bats Tornado P.E.K.K.A
Bats Zap Guards Tornado Ice Wizard
Zap Tornado Bats Guards Giant Skeleton Ice Wizard
P.E.K.K.A Tornado
Bats Guards Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Giant Skeleton P.E.K.K.A
Zap
Guards Giant Skeleton P.E.K.K.A Bats Zap
Guards Giant Skeleton P.E.K.K.A Bats Zap Tornado
Giant Skeleton P.E.K.K.A Guards
Bats Zap Tornado Ice Wizard
Guards P.E.K.K.A Bats Giant Skeleton Ice Wizard
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Bats Tornado
P.E.K.K.A Guards
P.E.K.K.A Bats Guards Giant Skeleton
P.E.K.K.A Zap Guards Tornado Giant Skeleton
Giant Skeleton P.E.K.K.A Guards
Guards Bats Zap Tornado Giant Skeleton P.E.K.K.A
Bats Zap Giant Skeleton 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.)

Guards Giant Skeleton
Zap Tornado Ice Wizard
Giant Skeleton
Guards Giant Skeleton
Zap
Bats Zap Tornado Ice Wizard
Tornado
Zap Tornado Ice Wizard
Zap Tornado
Bats Guards Tornado
Zap Tornado
Zap Tornado
Zap
Zap
Tornado
Bats
Zap
Zap Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Tornado Ice Wizard
Zap Tornado Ice Wizard
Zap Tornado
Zap Tornado
Bats Zap Tornado Ice Wizard
Zap Bats Guards
Zap
Zap
P.E.K.K.A Giant Skeleton
Zap Bats Guards
Zap Tornado Ice Wizard
Zap
Zap Tornado Giant Skeleton
P.E.K.K.A
Zap Bats Guards Tornado Giant Skeleton
Bats Zap Tornado
Zap Tornado Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: