My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Archers Wizard Baby Dragon 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.

Archers Wizard Baby Dragon Giant Skeleton Bandit 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

Punishments

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

Hog Rider Bandit

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 Baby Dragon Giant Skeleton Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

Ladder info

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.

Baby Dragon Giant Skeleton

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 Archers Bandit Hog Rider Baby Dragon Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

12 Zap Archers Bandit Hog Rider

Attack Synergies 2 21

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 Electro Wizard Archers Baby Dragon Giant Skeleton Bandit
Archers
Zap Hog Rider Baby Dragon Giant Skeleton Bandit
Hog Rider
Zap Archers Wizard Baby Dragon Giant Skeleton Bandit Electro Wizard
Wizard
Hog Rider Giant Skeleton Bandit
Baby Dragon
Zap Archers Hog Rider Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Archers Hog Rider Wizard Baby Dragon Bandit Electro Wizard
Bandit
Zap Archers Hog Rider Wizard Baby Dragon Giant Skeleton Electro Wizard
Electro Wizard
Zap Hog Rider Baby Dragon Giant Skeleton Bandit

Defense Synergies 1 15

Zap
Electro Wizard Archers Baby Dragon Giant Skeleton Bandit
Archers
Zap Baby Dragon Giant Skeleton Bandit Electro Wizard
Hog Rider
Wizard
Giant Skeleton Bandit Electro Wizard
Baby Dragon
Zap Archers Giant Skeleton Bandit
Giant Skeleton
Zap Archers Wizard Baby Dragon Electro Wizard
Bandit
Zap Archers Wizard Baby Dragon Electro Wizard
Electro Wizard
Zap Archers Wizard Giant Skeleton Bandit

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 Wizard Baby Dragon Electro Wizard
Zap Bandit Electro Wizard
Archers Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard
Giant Skeleton
Zap Archers Baby Dragon Bandit Electro Wizard
Electro Wizard Zap Archers Wizard Baby Dragon
Zap Baby Dragon Giant Skeleton Bandit Electro Wizard
Archers Giant Skeleton Bandit Electro Wizard
Archers Electro Wizard Zap Wizard Baby Dragon Giant Skeleton Bandit
Zap Archers Wizard Baby Dragon Electro Wizard
Zap Wizard Giant Skeleton Bandit Electro Wizard
Wizard Zap Baby Dragon Electro Wizard
Bandit Electro Wizard
Zap Bandit Electro Wizard
Wizard Electro Wizard
Zap Archers Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon Archers Giant Skeleton Bandit Electro Wizard
Electro Wizard
Wizard Archers Baby Dragon Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Archers Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Wizard Baby Dragon
Giant Skeleton Bandit Zap Electro Wizard
Giant Skeleton Zap Bandit Electro Wizard
Giant Skeleton Bandit
Wizard Zap Archers Baby Dragon Electro Wizard
Archers Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Giant Skeleton Electro Wizard Baby Dragon Bandit
Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Wizard Bandit
Wizard Archers Baby Dragon
Electro Wizard Zap Archers Baby Dragon Giant Skeleton
Zap Archers Wizard Baby Dragon Giant Skeleton 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.)

Baby Dragon Giant Skeleton Bandit
Zap Baby Dragon Bandit Electro Wizard
Baby Dragon Giant Skeleton Bandit
Giant Skeleton
Wizard Zap Baby Dragon
Wizard Zap Baby Dragon
Archers Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Bandit
Electro Wizard
Zap Wizard Bandit Electro Wizard
Zap Archers Wizard Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Zap Baby Dragon
Zap Wizard Baby Dragon Bandit
Wizard Baby Dragon Bandit
Zap Archers Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon
Baby Dragon Giant Skeleton
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon Bandit
Zap Baby Dragon Bandit
Zap Archers Wizard Baby Dragon Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard Bandit
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Archers Bandit
Zap Archers Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Electro Wizard
Zap Wizard Baby Dragon
Zap Giant Skeleton
Zap Baby Dragon Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Giant Skeleton Bandit Electro Wizard

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