My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Electro Wizard

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.

Wizard Giant Skeleton 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.

The Log

Punishments

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

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.

Hog Rider Giant Skeleton

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 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
Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Cannon Hog Rider Skeleton Army
Zap
Cannon Skeleton Army
Barbarian Barrel
Cannon Wizard Skeleton Army Giant Skeleton Electro Wizard
The Log
Cannon Hog Rider Skeleton Army Giant Skeleton
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Giant Skeleton Electro Wizard
Fireball
Cannon Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Cannon Wizard Skeleton Army Electro Wizard
Lightning
Cannon Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Skeleton Army Giant Skeleton

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 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.

Mirror The Log Cannon Skeleton Army Hog Rider Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

8 Mirror The Log Cannon Skeleton Army

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.

Cannon
Hog Rider
The Log Wizard Mirror Giant Skeleton Electro Wizard
Wizard
Hog Rider Giant Skeleton
Mirror
The Log Hog Rider Skeleton Army Giant Skeleton
Skeleton Army
Mirror
Giant Skeleton
Hog Rider Wizard Mirror The Log Electro Wizard
The Log
Hog Rider Mirror Giant Skeleton
Electro Wizard
Hog Rider Giant Skeleton

Defense Synergies 3 15

Cannon
Mirror The Log Wizard Skeleton Army Electro Wizard
Hog Rider
Wizard
Cannon Skeleton Army Giant Skeleton The Log Electro Wizard
Mirror
Cannon Skeleton Army The Log Electro Wizard
Skeleton Army
Mirror Cannon Wizard Giant Skeleton The Log Electro Wizard
Giant Skeleton
Wizard Skeleton Army The Log Electro Wizard
The Log
Cannon Wizard Mirror Skeleton Army Giant Skeleton Electro Wizard
Electro Wizard
Cannon Wizard Mirror Skeleton Army Giant Skeleton 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.

Cannon Wizard The Log Electro Wizard
Skeleton Army Cannon The Log Electro Wizard
Cannon Skeleton Army Giant Skeleton Electro Wizard
Cannon Skeleton Army Electro Wizard
Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Cannon Electro Wizard
Electro Wizard Cannon Wizard
Cannon Giant Skeleton The Log Electro Wizard
Cannon Skeleton Army
Skeleton Army Cannon Giant Skeleton Electro Wizard
Skeleton Army Electro Wizard Cannon Wizard Giant Skeleton The Log
Wizard Electro Wizard
Cannon Skeleton Army Wizard Giant Skeleton The Log Electro Wizard
Wizard Skeleton Army Cannon The Log Electro Wizard
Skeleton Army Cannon Electro Wizard
Skeleton Army Cannon The Log Electro Wizard
Wizard Cannon Skeleton Army Electro Wizard
Cannon Wizard Skeleton Army The Log Electro Wizard
Wizard The Log Cannon Giant Skeleton Electro Wizard
Cannon Electro Wizard
Wizard Skeleton Army Cannon Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton Electro Wizard
Electro Wizard Wizard The Log
Skeleton Army Giant Skeleton The Log Electro Wizard
Skeleton Army Giant Skeleton The Log Electro Wizard
Giant Skeleton Cannon Skeleton Army
Wizard Electro Wizard
Skeleton Army Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army
Giant Skeleton Electro Wizard Skeleton Army The Log
Cannon Skeleton Army
Giant Skeleton
Skeleton Army Giant Skeleton The Log Electro Wizard
Skeleton Army Giant Skeleton Cannon Wizard
Wizard Cannon Skeleton Army
Skeleton Army Electro Wizard Giant Skeleton The Log
Cannon Wizard Giant Skeleton The Log 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.)

Giant Skeleton The Log
The Log Electro Wizard
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
Giant Skeleton
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
Giant Skeleton
Giant Skeleton The Log Electro Wizard
Electro Wizard
Giant Skeleton The Log Electro Wizard

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