My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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.

Minion Horde 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.

Wizard P.E.K.K.A 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 Rage

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.

Minion Horde Hog Rider 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 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
Minion Horde Hog Rider Skeleton Army
Giant Snowball
Minion Horde Hog Rider Skeleton Army
Zap
Minion Horde Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Hog Rider Wizard Skeleton Army P.E.K.K.A Electro Wizard
Fireball
Minion Horde Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Minion Horde Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Minion Horde Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rage Skeleton Army P.E.K.K.A

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.

Skeleton Army

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.

Minion Horde 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.

Zap Rage Skeleton Army Hog Rider Electro Wizard Minion Horde Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Rage Skeleton Army Hog Rider

Attack Synergies 6 7

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 P.E.K.K.A Electro Wizard Minion Horde
Minion Horde
Rage Zap Hog Rider
Hog Rider
Zap Rage Minion Horde Wizard Electro Wizard
Wizard
Hog Rider Rage P.E.K.K.A
Rage
Minion Horde Hog Rider Wizard Electro Wizard
Skeleton Army
P.E.K.K.A
Zap Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider Rage

Defense Synergies 1 8

Zap
Electro Wizard Minion Horde Skeleton Army P.E.K.K.A
Minion Horde
Zap
Hog Rider
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Rage
Skeleton Army
Zap Wizard Electro Wizard
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Wizard Skeleton Army 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 Minion Horde Wizard Electro Wizard
Minion Horde Skeleton Army P.E.K.K.A Zap Electro Wizard
Minion Horde Skeleton Army P.E.K.K.A Electro Wizard
Minion Horde Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A
Skeleton Army Zap Electro Wizard
Minion Horde Electro Wizard Zap Wizard
Zap P.E.K.K.A Electro Wizard
Minion Horde P.E.K.K.A Skeleton Army
Skeleton Army Minion Horde Electro Wizard
Minion Horde Skeleton Army Electro Wizard Zap Wizard
Minion Horde Zap Wizard Electro Wizard
Minion Horde Skeleton Army P.E.K.K.A Zap Wizard Electro Wizard
Wizard Skeleton Army Zap Minion Horde P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Minion Horde Electro Wizard
Minion Horde Skeleton Army Zap P.E.K.K.A Electro Wizard
Minion Horde Wizard Skeleton Army P.E.K.K.A Electro Wizard
Zap Minion Horde Wizard Skeleton Army Electro Wizard
Zap Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Minion Horde P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard
Skeleton Army P.E.K.K.A Zap Minion Horde Electro Wizard
Skeleton Army P.E.K.K.A Zap Minion Horde Electro Wizard
P.E.K.K.A Minion Horde Skeleton Army
Wizard Zap Minion Horde Electro Wizard
Skeleton Army P.E.K.K.A Minion Horde Electro Wizard
P.E.K.K.A Minion Horde Skeleton Army
Zap Minion Horde P.E.K.K.A Electro Wizard Skeleton Army
P.E.K.K.A Minion Horde Skeleton Army
P.E.K.K.A Minion Horde
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Minion Horde Wizard
Wizard Minion Horde Skeleton Army
Skeleton Army Electro Wizard Zap Minion Horde P.E.K.K.A
Zap Minion Horde Wizard P.E.K.K.A 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.)

Minion Horde
Zap Electro Wizard
Minion Horde
Wizard Zap Minion Horde
Wizard Zap Minion Horde
Minion Horde Wizard
Zap Wizard
Zap Wizard
Minion Horde Electro Wizard
Zap Minion Horde Wizard Electro Wizard
Zap Wizard
Minion Horde
Zap
Zap Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Zap Wizard Electro Wizard
Zap Wizard
Minion Horde
Wizard
Zap Minion Horde
Zap Wizard
Minion Horde
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Minion Horde Wizard Electro Wizard
Zap Electro Wizard Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde Electro Wizard
P.E.K.K.A Minion Horde
Wizard
Zap Minion Horde Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Minion Horde Wizard Electro Wizard
Zap Wizard
Zap
Minion Horde P.E.K.K.A
Zap Minion Horde Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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