My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

Defensive buildings

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

Bomb Tower

Investments

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

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.

Zap Fireball Rocket Tornado 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.

Fireball Rocket

Dropped at the bridge

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

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
Hog Rider
Giant Snowball
Hog Rider
Zap
Barbarian Barrel
Bomb Tower Wizard
The Log
Hog Rider
Earthquake
Bomb Tower Hog Rider
Arrows
Royal Delivery
Hog Rider Wizard
Fireball
Bomb Tower Hog Rider Wizard
Poison
Bomb Tower Wizard
Lightning
Bomb Tower Wizard
Rocket
Bomb Tower Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Bomb Tower Wizard Rocket Tornado 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.

Rocket Tornado

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

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.

Zap The Log Tornado Fireball Bomb Tower Hog Rider Wizard Rocket

Shortest cycle

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

11 Zap The Log Tornado Fireball

Attack Synergies 8 6

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 Hog Rider Tornado The Log
Fireball
Zap Hog Rider Tornado The Log
Bomb Tower
Hog Rider
Zap Fireball The Log Wizard Rocket Tornado
Wizard
Tornado Hog Rider
Rocket
Tornado Hog Rider
Tornado
Zap Fireball Wizard Rocket Hog Rider The Log
The Log
Hog Rider Zap Fireball Tornado

Defense Synergies 8 6

Zap
Fireball Bomb Tower Tornado The Log
Fireball
Zap Tornado The Log Bomb Tower
Bomb Tower
Zap Tornado The Log Fireball
Hog Rider
Wizard
Tornado The Log
Rocket
Tornado The Log
Tornado
Fireball Bomb Tower Wizard Rocket Zap The Log
The Log
Fireball Bomb Tower Zap Wizard Rocket Tornado

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.

Rocket Zap Fireball Wizard The Log
Bomb Tower Zap The Log
Bomb Tower Rocket Tornado
Bomb Tower
Fireball Bomb Tower Rocket Tornado The Log
Fireball Tornado The Log Zap Bomb Tower
Rocket Tornado Zap Fireball Bomb Tower Wizard
Rocket Zap Fireball Bomb Tower The Log
Bomb Tower Tornado
Tornado
Zap Fireball Bomb Tower Wizard Tornado The Log
Zap Fireball Wizard Tornado
Bomb Tower Zap Fireball Wizard Rocket The Log
Fireball Bomb Tower Wizard Rocket Zap Tornado The Log
Bomb Tower
Bomb Tower Rocket Tornado Zap Fireball The Log
Bomb Tower Wizard Fireball Tornado
Fireball Bomb Tower Zap Wizard Tornado The Log
Zap Bomb Tower Wizard Tornado The Log Fireball
Bomb Tower Tornado
Wizard Fireball Bomb Tower The Log

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap Bomb Tower Wizard Rocket The Log
Zap Bomb Tower Rocket The Log
Rocket Zap Fireball Tornado The Log
Fireball Wizard Rocket Zap Bomb Tower Tornado
Rocket Fireball Bomb Tower
Bomb Tower
Zap Rocket Fireball Bomb Tower Tornado The Log
Bomb Tower
Rocket Zap Fireball Tornado The Log
Rocket Fireball Bomb Tower Wizard
Wizard Fireball Bomb Tower
Zap Fireball Bomb Tower Rocket Tornado The Log
Zap Fireball Bomb Tower Wizard 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 Rocket The Log
Fireball Zap Tornado The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Wizard Rocket Zap The Log
Fireball Wizard Zap Rocket Tornado
Wizard Tornado The Log
Fireball The Log Zap Wizard Tornado
Fireball The Log Zap Wizard Tornado
Rocket Fireball Tornado
Rocket Zap Fireball Wizard Tornado The Log
Fireball Zap Wizard Rocket Tornado
Rocket Fireball The Log
Fireball Rocket
Zap Fireball The Log
Rocket Zap Fireball Wizard The Log
Fireball Wizard Rocket The Log
Fireball Rocket Tornado
Rocket
Rocket Zap Fireball Wizard The Log
Rocket Zap Fireball Wizard Tornado The Log
Rocket Fireball The Log
Rocket Fireball Wizard Tornado
Rocket Tornado The Log
Rocket Zap Fireball The Log
Zap Tornado The Log Fireball Wizard
Fireball The Log Zap Wizard Tornado
Fireball Zap Wizard Tornado The Log
Fireball Rocket Zap Tornado The Log
Zap Fireball Wizard Tornado
Zap Rocket Fireball Wizard
Fireball
Zap Fireball Wizard Rocket The Log
Zap Rocket Fireball
Rocket Fireball Wizard The Log
Zap Fireball Rocket
Fireball Rocket Zap Wizard Tornado
The Log Fireball
Fireball Wizard Rocket
The Log Zap Fireball Wizard
Rocket Zap Fireball Tornado
Zap Fireball Rocket Tornado The Log
Zap Fireball Rocket Tornado
Zap Fireball Rocket Tornado The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: