My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Electro Dragon

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Ice 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.

Baby Dragon Bowler Ice Wizard 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 Lightning

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.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Baby Dragon

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
Giant Snowball
Hog Rider Baby Dragon
Zap
Barbarian Barrel
Ice Wizard Electro Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Baby Dragon Bowler Ice Wizard Electro Wizard
Fireball
Hog Rider Baby Dragon Bowler Ice Wizard Electro Wizard
Poison
Ice Wizard Electro Wizard
Lightning
Baby Dragon Bowler Ice Wizard Electro Wizard
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Baby Dragon Bowler 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.

Tornado Baby Dragon Bowler 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Tornado Ice Wizard Hog Rider Baby Dragon Electro Wizard Bowler Lightning

Shortest cycle

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

12 Zap Tornado Ice Wizard Hog Rider

Attack Synergies 5 16

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 Tornado Electro Wizard Baby Dragon Bowler Ice Wizard
Hog Rider
Zap Lightning Tornado Baby Dragon Bowler Electro Wizard
Tornado
Zap Baby Dragon Hog Rider Bowler Ice Wizard
Baby Dragon
Tornado Zap Hog Rider Bowler Lightning Ice Wizard Electro Wizard
Bowler
Zap Hog Rider Tornado Baby Dragon Lightning Ice Wizard Electro Wizard
Lightning
Hog Rider Baby Dragon Bowler
Ice Wizard
Zap Tornado Baby Dragon Bowler
Electro Wizard
Zap Hog Rider Baby Dragon Bowler

Defense Synergies 4 9

Zap
Electro Wizard Tornado Baby Dragon Bowler Ice Wizard
Hog Rider
Tornado
Bowler Ice Wizard Zap Baby Dragon Electro Wizard
Baby Dragon
Ice Wizard Zap Tornado Bowler
Bowler
Tornado Zap Baby Dragon Ice Wizard Electro Wizard
Lightning
Ice Wizard
Tornado Baby Dragon Zap Bowler
Electro Wizard
Zap Tornado Bowler

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 Lightning Zap Baby Dragon Electro Wizard
Zap Ice Wizard Electro Wizard
Tornado Bowler Lightning Ice Wizard Electro Wizard
Bowler Ice Wizard Electro Wizard
Lightning Tornado Bowler
Tornado Bowler Zap Baby Dragon Ice Wizard Electro Wizard
Tornado Lightning Electro Wizard Zap Baby Dragon Ice Wizard
Bowler Lightning Zap Baby Dragon Electro Wizard
Tornado Ice Wizard
Tornado Bowler Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Zap Tornado Baby Dragon Bowler
Zap Tornado Baby Dragon Ice Wizard Electro Wizard
Bowler Zap Lightning Ice Wizard Electro Wizard
Bowler Zap Tornado Baby Dragon Electro Wizard
Electro Wizard
Tornado Zap Bowler Lightning Electro Wizard
Tornado Bowler Electro Wizard
Zap Tornado Baby Dragon Bowler Ice Wizard Electro Wizard
Zap Tornado Baby Dragon Bowler Ice Wizard Electro Wizard
Tornado Electro Wizard
Bowler Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Zap Bowler Electro Wizard
Electro Wizard Zap Baby Dragon Bowler Lightning
Zap Bowler Lightning Electro Wizard
Bowler Lightning Zap Tornado Electro Wizard
Bowler
Zap Tornado Baby Dragon Ice Wizard Electro Wizard
Bowler Lightning Ice Wizard Electro Wizard
Zap Lightning Electro Wizard Tornado Baby Dragon
Bowler
Lightning Zap Tornado Bowler Electro Wizard
Bowler Lightning
Baby Dragon Bowler
Electro Wizard Zap Tornado Baby Dragon Bowler Lightning
Bowler Zap Baby Dragon Ice Wizard 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.)

Lightning Baby Dragon
Zap Tornado Baby Dragon Bowler Ice Wizard Electro Wizard
Lightning Baby Dragon
Lightning
Zap Baby Dragon Bowler
Zap Tornado Baby Dragon Ice Wizard
Tornado Baby Dragon Bowler
Zap Tornado Baby Dragon Bowler Lightning Ice Wizard
Zap Tornado Lightning
Lightning Tornado Bowler Electro Wizard
Lightning Zap Tornado Bowler Electro Wizard
Lightning Zap Tornado Baby Dragon
Lightning Baby Dragon Bowler
Lightning Baby Dragon
Lightning Zap Baby Dragon
Lightning Zap Baby Dragon Bowler
Lightning Baby Dragon Bowler
Lightning Tornado
Lightning
Lightning Zap Baby Dragon Bowler Electro Wizard
Lightning Zap Tornado Baby Dragon Bowler
Lightning Baby Dragon Bowler
Lightning Tornado
Tornado Bowler Lightning
Lightning Zap Baby Dragon
Zap Tornado Baby Dragon Bowler Ice Wizard
Zap Tornado Baby Dragon Bowler Lightning Ice Wizard Electro Wizard
Lightning Zap Tornado Baby Dragon Bowler
Lightning Zap Tornado Baby Dragon
Lightning Zap Tornado Baby Dragon Ice Wizard Electro Wizard
Zap Lightning Electro Wizard
Lightning Bowler
Lightning Zap
Zap Lightning Electro Wizard
Bowler Lightning
Zap Lightning Electro Wizard
Lightning Zap Tornado Baby Dragon Ice Wizard Electro Wizard
Lightning Baby Dragon Bowler Electro Wizard
Zap Baby Dragon Bowler Lightning
Lightning Zap Tornado
Zap Tornado Baby Dragon Bowler Lightning Electro Wizard
Zap Tornado Lightning Electro Wizard
Lightning Zap Tornado Baby Dragon Bowler Electro Wizard

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