My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Electro Wizard

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.

Archers Wizard 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.

Tornado The Log

Punishments

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

Elite Barbarians 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.

Elite Barbarians 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.

Elite Barbarians 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 Elite Barbarians Hog Rider Guards
Giant Snowball
Archers Hog Rider Guards
Zap
Archers Guards
Barbarian Barrel
Archers Elite Barbarians Wizard Guards Electro Wizard
The Log
Archers Elite Barbarians Hog Rider Guards
Earthquake
Archers Hog Rider Guards
Arrows
Archers Guards
Royal Delivery
Archers Elite Barbarians Hog Rider Wizard Guards Electro Wizard
Fireball
Archers Elite Barbarians Hog Rider Wizard Electro Wizard
Poison
Archers Wizard Guards Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Guards 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.

Elite Barbarians

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.

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 Guards Tornado Hog Rider Electro Wizard Wizard Elite Barbarians

Shortest cycle

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

11 The Log Archers Guards Tornado

Attack Synergies 2 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
Elite Barbarians Hog Rider
Elite Barbarians
Archers Hog Rider Wizard The Log
Hog Rider
The Log Archers Elite Barbarians Wizard Guards Tornado Electro Wizard
Wizard
Tornado Elite Barbarians Hog Rider
Guards
Hog Rider The Log
Tornado
Wizard Hog Rider The Log
The Log
Hog Rider Elite Barbarians Guards Tornado
Electro Wizard
Hog Rider

Defense Synergies 1 14

Archers
Guards Tornado The Log Electro Wizard
Elite Barbarians
Wizard The Log
Hog Rider
Wizard
Tornado Elite Barbarians Guards The Log Electro Wizard
Guards
Archers Wizard The Log Electro Wizard
Tornado
Wizard Archers The Log Electro Wizard
The Log
Archers Elite Barbarians Wizard Guards Tornado Electro Wizard
Electro Wizard
Archers Wizard Guards Tornado 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 Electro Wizard
Elite Barbarians The Log Electro Wizard
Tornado Archers Elite Barbarians Electro Wizard
Elite Barbarians Guards Electro Wizard
Elite Barbarians Tornado The Log
Tornado The Log Archers Guards Electro Wizard
Tornado Electro Wizard Archers Wizard
The Log Electro Wizard
Elite Barbarians Tornado
Elite Barbarians Guards Tornado Archers Electro Wizard
Archers Guards Electro Wizard Wizard Tornado The Log
Archers Wizard Tornado Electro Wizard
Elite Barbarians Wizard Guards The Log Electro Wizard
Wizard Guards Tornado The Log Electro Wizard
Elite Barbarians Electro Wizard
Tornado Elite Barbarians The Log Electro Wizard
Wizard Elite Barbarians Tornado Electro Wizard
Archers Elite Barbarians Wizard Guards Tornado The Log Electro Wizard
Wizard Tornado The Log Archers Guards Electro Wizard
Elite Barbarians Tornado Electro Wizard
Wizard Archers Elite Barbarians Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Archers Elite Barbarians Electro Wizard
Electro Wizard Archers Elite Barbarians Wizard The Log
Guards Elite Barbarians The Log Electro Wizard
Guards Elite Barbarians Tornado The Log Electro Wizard
Elite Barbarians Guards
Wizard Archers Tornado Electro Wizard
Guards Archers Elite Barbarians Electro Wizard
Elite Barbarians
Electro Wizard Elite Barbarians Tornado The Log
Guards
Elite Barbarians Guards
Elite Barbarians Guards Tornado The Log Electro Wizard
Elite Barbarians Wizard Guards
Wizard Archers
Elite Barbarians Guards Electro Wizard Archers Tornado The Log
Archers Elite Barbarians Wizard 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.)

Guards The Log
Tornado The Log Electro Wizard
The Log
Guards The Log
Wizard The Log
Wizard Tornado
Archers Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Elite Barbarians Guards Tornado Electro Wizard
Wizard Tornado The Log Electro Wizard
Archers Wizard Tornado
Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Tornado
Archers Wizard The Log Electro Wizard
Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard
The Log Wizard Tornado Electro Wizard
Wizard Tornado The Log
Tornado The Log
Elite Barbarians Archers Wizard Tornado Electro Wizard
Electro Wizard Wizard Guards
Elite Barbarians
Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Archers Guards
Archers Wizard Tornado Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
Tornado
Elite Barbarians
Elite Barbarians Guards Tornado The Log Electro Wizard
Tornado Electro Wizard
Tornado The Log Electro Wizard

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