My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Bad

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Witch Inferno Dragon

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.

Elixir Golem Wizard Witch Inferno Dragon

Offensive cards

Win conditions

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

Elixir Golem 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.

Elixir Golem 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.

Elixir Golem 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

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
Elixir Golem Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Witch Inferno Dragon
Zap
Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Elixir Golem Wizard Skeleton Army Witch
The Log
Elixir Golem Hog Rider Skeleton Army Witch
Earthquake
Elixir Golem Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elixir Golem Hog Rider Wizard Skeleton Army Witch Inferno Dragon
Fireball
Elixir Golem Hog Rider Wizard Skeleton Army Witch Inferno Dragon
Poison
Elixir Golem Wizard Skeleton Army Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Hog Rider Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

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.

Arrows Elixir Golem Skeleton Army Inferno Dragon

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.

Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Elixir Golem Skeleton Army Hog Rider Inferno Dragon Wizard Witch

Shortest cycle

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

11 The Log Arrows Elixir Golem Skeleton Army

Attack Synergies 2 8

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.

Arrows
Hog Rider Elixir Golem
Elixir Golem
Arrows Hog Rider Wizard Witch The Log Inferno Dragon
Hog Rider
Arrows The Log Elixir Golem Wizard Witch
Wizard
Elixir Golem Hog Rider
Skeleton Army
Witch
Elixir Golem Hog Rider
The Log
Hog Rider Elixir Golem
Inferno Dragon
Elixir Golem

Defense Synergies 0 6

Arrows
Elixir Golem
Hog Rider
Wizard
Skeleton Army The Log
Skeleton Army
Wizard The Log Inferno Dragon
Witch
The Log
The Log
Wizard Skeleton Army Witch Inferno Dragon
Inferno Dragon
Skeleton Army The Log

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.

Wizard The Log
Skeleton Army Inferno Dragon Witch The Log
Skeleton Army Witch Inferno Dragon
Skeleton Army Witch Inferno Dragon
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log
Inferno Dragon Arrows Wizard Witch
Arrows The Log
Witch Inferno Dragon Skeleton Army
Skeleton Army
Skeleton Army Witch Arrows Wizard The Log
Arrows Inferno Dragon Wizard Witch
Skeleton Army Wizard Witch The Log
Wizard Skeleton Army Arrows Witch The Log
Skeleton Army Inferno Dragon
Skeleton Army The Log Inferno Dragon
Wizard Arrows Skeleton Army Witch
Arrows Wizard Skeleton Army Witch The Log
Arrows Wizard Witch The Log Inferno Dragon
Inferno Dragon
Wizard Skeleton Army Arrows Witch The Log

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Wizard The Log Inferno Dragon
Skeleton Army Witch The Log
Skeleton Army The Log
Skeleton Army Witch Inferno Dragon
Arrows Wizard Witch
Skeleton Army Witch
Skeleton Army Inferno Dragon
Skeleton Army Witch The Log Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Witch
Skeleton Army Arrows The Log
Skeleton Army Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch The Log Inferno Dragon
Arrows Wizard Witch The Log 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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard Witch
Arrows Wizard Witch The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard Witch The Log
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Arrows Wizard Witch The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Witch
Witch Inferno Dragon
Arrows The Log Wizard Witch
Arrows Wizard Witch The Log
Arrows The Log
Arrows Wizard Witch
Wizard Witch
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Skeleton Army Witch
Arrows Wizard Witch
Arrows The Log
Wizard
Arrows The Log Wizard
Arrows
Witch The Log
Witch
Witch The Log

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