My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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!
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.

Electro Wizard Magic Archer

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.

Fisherman Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

The Log

Punishments

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

Hog Rider Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Hog Rider Magic Archer Mega Knight

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 Goblin Barrel Electro Wizard Magic Archer

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 Goblin Barrel Fisherman
Giant Snowball
Cannon Hog Rider Goblin Barrel Fisherman
Zap
Cannon Goblin Barrel Fisherman
Barbarian Barrel
Cannon Goblin Barrel Electro Wizard Magic Archer
The Log
Cannon Hog Rider Goblin Barrel Fisherman
Earthquake
Cannon Hog Rider Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Hog Rider Goblin Barrel Fisherman Electro Wizard Magic Archer
Fireball
Cannon Hog Rider Goblin Barrel Fisherman Electro Wizard Magic Archer
Poison
Cannon Fisherman Electro Wizard Magic Archer
Lightning
Cannon Fisherman Electro Wizard Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer Mega Knight

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.

Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel 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.

The Log Cannon Goblin Barrel Fisherman Hog Rider Electro Wizard Magic Archer Mega Knight

Shortest cycle

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

11 The Log Cannon Goblin Barrel Fisherman

Attack Synergies 1 12

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.

Cannon
Hog Rider
The Log Goblin Barrel Electro Wizard Magic Archer Mega Knight
Goblin Barrel
Hog Rider Mega Knight
The Log
Hog Rider Fisherman Magic Archer Mega Knight
Fisherman
The Log Mega Knight
Electro Wizard
Hog Rider Magic Archer Mega Knight
Magic Archer
Hog Rider The Log Electro Wizard Mega Knight
Mega Knight
Hog Rider Goblin Barrel The Log Fisherman Electro Wizard Magic Archer

Defense Synergies 1 11

Cannon
The Log Electro Wizard Magic Archer
Hog Rider
Goblin Barrel
The Log
Cannon Fisherman Electro Wizard Magic Archer Mega Knight
Fisherman
The Log Magic Archer Mega Knight
Electro Wizard
Cannon The Log Magic Archer Mega Knight
Magic Archer
Cannon The Log Fisherman Electro Wizard Mega Knight
Mega Knight
The Log Fisherman Electro Wizard Magic Archer

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.

Cannon The Log Electro Wizard Magic Archer
Cannon The Log Fisherman Electro Wizard Mega Knight
Cannon Fisherman Mega Knight Electro Wizard
Cannon Fisherman Electro Wizard Mega Knight
The Log Mega Knight
The Log Cannon Electro Wizard Magic Archer Mega Knight
Electro Wizard Cannon Magic Archer
Cannon The Log Electro Wizard Magic Archer Mega Knight
Cannon Fisherman
Cannon Fisherman Electro Wizard Mega Knight
Electro Wizard Cannon The Log Fisherman Magic Archer Mega Knight
Electro Wizard Magic Archer
Cannon Mega Knight The Log Electro Wizard
Mega Knight Cannon The Log Electro Wizard Magic Archer
Cannon Electro Wizard Mega Knight
Cannon The Log Fisherman Electro Wizard Mega Knight
Mega Knight Cannon Fisherman Electro Wizard
Cannon Mega Knight The Log Fisherman Electro Wizard Magic Archer
The Log Cannon Fisherman Electro Wizard Magic Archer Mega Knight
Cannon Fisherman Electro Wizard
Mega Knight Cannon The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fisherman Electro Wizard
Electro Wizard The Log Fisherman Magic Archer Mega Knight
Mega Knight The Log Fisherman Electro Wizard
Mega Knight The Log Fisherman Electro Wizard
Cannon Fisherman Mega Knight
Electro Wizard Magic Archer
Electro Wizard
Mega Knight Fisherman
Electro Wizard Mega Knight The Log Magic Archer
Cannon
Mega Knight
Mega Knight The Log Electro Wizard
Mega Knight Cannon
Cannon Magic Archer Mega Knight
Electro Wizard The Log Fisherman Magic Archer
Mega Knight Cannon The Log Electro Wizard Magic Archer

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.)

Magic Archer The Log
The Log Fisherman Electro Wizard Magic Archer
The Log Magic Archer
The Log
The Log Magic Archer Mega Knight
Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Fisherman
Fisherman Electro Wizard
The Log Fisherman Electro Wizard Magic Archer
Magic Archer
The Log Fisherman Magic Archer
Fisherman Magic Archer
The Log Fisherman Magic Archer
The Log Magic Archer
Magic Archer The Log Mega Knight
Fisherman
The Log Fisherman Electro Wizard Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log Fisherman
The Log
The Log Magic Archer Mega Knight
Fisherman
The Log Fisherman Electro Wizard Magic Archer
The Log Fisherman Magic Archer Mega Knight
The Log Fisherman Magic Archer
Electro Wizard Magic Archer
Electro Wizard
The Log Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
The Log Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log
Electro Wizard Magic Archer Mega Knight
The Log Magic Archer
Mega Knight
The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer Mega Knight

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