My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Witch

Defensive buildings

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

Cannon

Investments

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

Archers Giant Wizard Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball The Log

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Giant

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 Giant
Giant Snowball
Archers Cannon Witch
Zap
Archers Cannon Witch
Barbarian Barrel
Archers Cannon Wizard Witch
The Log
Archers Cannon Witch
Earthquake
Archers Cannon Witch
Arrows
Archers Witch
Royal Delivery
Archers Wizard Witch
Fireball
Archers Cannon Wizard Witch
Poison
Archers Cannon Wizard Witch
Lightning
Cannon Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard The Log

Ladder info

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.

Fireball

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.

Fireball Wizard Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Archers Cannon Fireball Giant Wizard Witch

Shortest cycle

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

10 Zap The Log Archers Cannon

Attack Synergies 2 9

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
Fireball Giant Archers Witch The Log
Archers
Zap Giant
Cannon
Fireball
Zap Giant The Log
Giant
Zap Archers Fireball Wizard Witch The Log
Wizard
Giant
Witch
Zap Giant
The Log
Zap Fireball Giant

Defense Synergies 4 11

Zap
Cannon Fireball Archers Witch The Log
Archers
Zap Cannon Witch The Log
Cannon
Zap The Log Archers Fireball Wizard Witch
Fireball
Zap The Log Cannon
Giant
Wizard
Cannon The Log
Witch
Zap Archers Cannon The Log
The Log
Cannon Fireball Zap Archers Wizard Witch

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 Cannon Fireball Wizard The Log
Zap Cannon Witch The Log
Cannon Witch Archers
Cannon Witch
Fireball The Log
Fireball The Log Zap Archers Cannon
Zap Archers Cannon Fireball Wizard Witch
Zap Cannon Fireball The Log
Cannon Witch
Archers Cannon
Archers Witch Zap Cannon Fireball Wizard The Log
Zap Archers Fireball Wizard Witch
Cannon Zap Fireball Wizard Witch The Log
Fireball Wizard Zap Cannon Witch The Log
Cannon
Zap Cannon Fireball The Log
Wizard Cannon Fireball Witch
Cannon Fireball Zap Archers Wizard Witch The Log
Zap Wizard Witch The Log Archers Cannon Fireball
Cannon
Wizard Archers Cannon Fireball Witch The Log

Counters to secondary win conditions

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

Zap Archers Fireball Witch
Fireball Zap Archers Wizard The Log
Zap Witch The Log
Zap Fireball The Log
Cannon Witch
Fireball Wizard Zap Archers Witch
Archers Fireball Witch
Zap Fireball Witch The Log
Witch Cannon
Witch
Zap Fireball The Log
Cannon Fireball Wizard Witch
Wizard Archers Cannon Fireball Witch
Witch Zap Archers Fireball The Log
Zap Archers Cannon Fireball Wizard Witch The Log

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.)

Fireball The Log
Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Wizard Zap The Log
Fireball Wizard Zap Witch
Archers Wizard Witch The Log
Fireball The Log Zap Wizard
Fireball The Log Zap Wizard
Fireball
Zap Fireball Wizard The Log
Fireball Zap Archers Wizard
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Wizard Witch The Log
Fireball Wizard The Log
Fireball
Zap Archers Fireball Wizard The Log
Zap Fireball Wizard Witch The Log
Fireball The Log
Fireball Wizard
The Log
Zap Fireball The Log
Zap The Log Fireball Wizard Witch
Witch
Fireball The Log Zap Wizard Witch
Fireball Zap Wizard Witch The Log
Fireball Zap The Log
Zap Archers Fireball Wizard Witch
Zap Fireball Wizard Witch
Fireball
Zap Fireball Wizard The Log
Zap Fireball
Fireball Wizard The Log
Zap Archers Fireball Witch
Fireball Zap Archers Wizard Witch
The Log Fireball
Fireball Wizard
The Log Zap Fireball Wizard
Zap Fireball
Zap Fireball Witch The Log
Zap Fireball Witch
Zap Fireball Witch The Log

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