My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Archers Knight Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Mortar 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.

Knight Mortar Hog Rider

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
Archers Hog Rider Inferno Dragon
Giant Snowball
Archers Hog Rider Inferno Dragon
Zap
Archers Mortar Inferno Dragon
Barbarian Barrel
Archers Knight Mortar Electro Wizard
The Log
Archers Hog Rider
Earthquake
Archers Mortar Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Hog Rider Electro Wizard Inferno Dragon
Fireball
Archers Mortar Hog Rider Electro Wizard Inferno Dragon
Poison
Archers Mortar Electro Wizard
Lightning
Knight Mortar Electro Wizard Inferno Dragon
Rocket
Mortar Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar The Log

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.

Arrows Knight Inferno Dragon

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.

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.

The Log Archers Arrows Knight Mortar Hog Rider Electro Wizard Inferno Dragon

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 5 11

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.

Archers
Knight Arrows Mortar Hog Rider Inferno Dragon
Arrows
Hog Rider Archers Knight Mortar
Knight
Archers Mortar Hog Rider Arrows The Log Electro Wizard
Mortar
Knight Archers Arrows Hog Rider The Log
Hog Rider
Arrows Knight The Log Archers Mortar Electro Wizard
The Log
Hog Rider Knight Mortar
Electro Wizard
Knight Hog Rider
Inferno Dragon
Archers

Defense Synergies 2 13

Archers
Knight Mortar The Log Electro Wizard
Arrows
Knight Mortar
Knight
Archers Electro Wizard Arrows Mortar The Log
Mortar
Archers Arrows Knight The Log Electro Wizard Inferno Dragon
Hog Rider
The Log
Archers Knight Mortar Electro Wizard Inferno Dragon
Electro Wizard
Knight Archers Mortar The Log Inferno Dragon
Inferno Dragon
Mortar The Log Electro Wizard

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.

Knight Mortar The Log Electro Wizard
Inferno Dragon Knight Mortar The Log Electro Wizard
Mortar Archers Knight Electro Wizard Inferno Dragon
Inferno Dragon Knight Mortar Electro Wizard
Arrows The Log
Arrows The Log Archers Electro Wizard
Electro Wizard Inferno Dragon Archers Arrows Mortar
Arrows The Log Electro Wizard
Inferno Dragon Mortar
Knight Archers Electro Wizard
Archers Electro Wizard Arrows Knight The Log
Arrows Inferno Dragon Archers Electro Wizard
Mortar Knight The Log Electro Wizard
Arrows Mortar The Log Electro Wizard
Inferno Dragon Knight Mortar Electro Wizard
Mortar The Log Electro Wizard Inferno Dragon
Arrows Knight Mortar Electro Wizard
Arrows Mortar Archers Knight The Log Electro Wizard
Arrows Mortar The Log Archers Knight Electro Wizard Inferno Dragon
Mortar Electro Wizard Inferno Dragon
Archers Arrows Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Archers Electro Wizard
Electro Wizard Archers Arrows Knight Mortar The Log Inferno Dragon
Knight The Log Electro Wizard
Knight The Log Electro Wizard
Knight Inferno Dragon
Arrows Archers Electro Wizard
Archers Knight Electro Wizard
Knight Inferno Dragon
Electro Wizard Knight Mortar The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Knight
Arrows The Log Electro Wizard
Knight
Archers
Electro Wizard Archers Knight Mortar The Log Inferno Dragon
Arrows Archers The Log Electro Wizard Inferno Dragon

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.)

Arrows Knight Mortar The Log
Arrows Mortar The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Arrows Mortar The Log
Arrows
Archers Arrows Mortar The Log
Arrows The Log
Arrows The Log Mortar
Electro Wizard
Arrows Knight Mortar The Log Electro Wizard
Archers Arrows
Knight Mortar The Log
Arrows Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Archers Arrows Mortar The Log Electro Wizard
Arrows Mortar The Log
The Log
Arrows
The Log
Arrows Mortar The Log
Arrows The Log Mortar
Inferno Dragon
Arrows Mortar The Log Electro Wizard
Arrows Mortar The Log
Arrows Mortar The Log
Archers Arrows Electro Wizard
Electro Wizard
Arrows Mortar The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Archers
Archers Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard
Arrows The Log Mortar
Arrows
The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard

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