My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Ram Rider

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.

Tesla Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla 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 Freeze

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze

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.

Skeleton Army Freeze 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.

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 Skeleton Army Tesla Hog Rider Freeze Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

13 Zap Skeleton Army Tesla Hog Rider

Attack Synergies 5 4

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 Freeze
Tesla
Hog Rider
Zap Freeze Wizard Electro Wizard
Wizard
Hog Rider P.E.K.K.A
Skeleton Army
Freeze
Hog Rider Zap
P.E.K.K.A
Zap Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 1 14

Zap
Electro Wizard Tesla Skeleton Army P.E.K.K.A
Tesla
Zap Wizard Skeleton Army Electro Wizard
Hog Rider
Wizard
Tesla Skeleton Army Freeze P.E.K.K.A Electro Wizard
Skeleton Army
Zap Tesla Wizard Freeze Electro Wizard
Freeze
Wizard Skeleton Army Electro Wizard
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Tesla Wizard Skeleton Army Freeze 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 Tesla Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Tesla Electro Wizard
Tesla Skeleton Army P.E.K.K.A Freeze Electro Wizard
Tesla Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A
Skeleton Army Freeze Zap Tesla Electro Wizard
Tesla Electro Wizard Zap Wizard Freeze
Zap Tesla P.E.K.K.A Electro Wizard
Tesla P.E.K.K.A Skeleton Army
Skeleton Army Tesla Electro Wizard
Skeleton Army Electro Wizard Zap Tesla Wizard Freeze
Tesla Zap Wizard Electro Wizard
Tesla Skeleton Army P.E.K.K.A Zap Wizard Freeze Electro Wizard
Wizard Skeleton Army Zap Tesla Freeze P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Tesla Electro Wizard
Skeleton Army Zap Tesla Freeze P.E.K.K.A Electro Wizard
Tesla Wizard Skeleton Army P.E.K.K.A Electro Wizard
Tesla Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Freeze Tesla Electro Wizard
P.E.K.K.A Tesla Electro Wizard
Wizard Skeleton Army Tesla 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 Tesla P.E.K.K.A Electro Wizard
Electro Wizard Zap Tesla Wizard
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Zap Tesla Electro Wizard
P.E.K.K.A Tesla Skeleton Army
Wizard Zap Tesla Freeze Electro Wizard
Skeleton Army P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Tesla Skeleton Army
Zap Freeze P.E.K.K.A Electro Wizard Skeleton Army
P.E.K.K.A Tesla Skeleton Army
P.E.K.K.A Tesla
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Tesla Wizard
Wizard Tesla Skeleton Army
Tesla Skeleton Army Electro Wizard Zap Freeze P.E.K.K.A
Zap Tesla Wizard Freeze 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.)

Freeze
Zap Electro Wizard
Freeze
Wizard Zap
Wizard Zap Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Freeze
Zap
Zap Wizard
Wizard
Freeze
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Freeze Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Freeze
Zap Wizard
Zap Freeze Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Skeleton Army Freeze
Zap Wizard Electro Wizard
Freeze
Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Electro Wizard

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