My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Lumberjack Mega Knight

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

Punishments

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

Hog Rider Lumberjack Mega Knight

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 Lumberjack Mega Knight

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 Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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 Mega Knight

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.

Zap Archers Guards Hog Rider Electro Wizard Lumberjack Wizard Mega Knight

Shortest cycle

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

12 Zap Archers Guards Hog Rider

Attack Synergies 2 18

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
Hog Rider Electro Wizard Archers Guards Lumberjack Mega Knight
Archers
Zap Hog Rider Lumberjack Mega Knight
Hog Rider
Zap Archers Wizard Guards Electro Wizard Lumberjack Mega Knight
Wizard
Hog Rider Lumberjack Mega Knight
Guards
Zap Hog Rider Lumberjack
Electro Wizard
Zap Hog Rider Lumberjack Mega Knight
Lumberjack
Zap Archers Hog Rider Wizard Guards Electro Wizard Mega Knight
Mega Knight
Zap Archers Hog Rider Wizard Electro Wizard Lumberjack

Defense Synergies 2 15

Zap
Electro Wizard Mega Knight Archers Guards Lumberjack
Archers
Zap Guards Electro Wizard Lumberjack Mega Knight
Hog Rider
Wizard
Guards Electro Wizard Lumberjack Mega Knight
Guards
Zap Archers Wizard Electro Wizard Lumberjack
Electro Wizard
Zap Archers Wizard Guards Lumberjack Mega Knight
Lumberjack
Zap Archers Wizard Guards Electro Wizard
Mega Knight
Zap Archers Wizard 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.

Zap Wizard Electro Wizard
Lumberjack Zap Electro Wizard Mega Knight
Lumberjack Mega Knight Archers Electro Wizard
Lumberjack Guards Electro Wizard Mega Knight
Lumberjack Mega Knight
Zap Archers Guards Electro Wizard Lumberjack Mega Knight
Electro Wizard Zap Archers Wizard
Zap Electro Wizard Mega Knight
Lumberjack
Guards Archers Electro Wizard Lumberjack Mega Knight
Archers Guards Electro Wizard Zap Wizard Lumberjack Mega Knight
Zap Archers Wizard Electro Wizard
Lumberjack Mega Knight Zap Wizard Guards Electro Wizard
Wizard Mega Knight Zap Guards Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Zap Electro Wizard Lumberjack Mega Knight
Wizard Mega Knight Electro Wizard Lumberjack
Mega Knight Zap Archers Wizard Guards Electro Wizard Lumberjack
Zap Wizard Archers Guards Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Wizard Mega Knight Archers Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Zap Archers Electro Wizard
Electro Wizard Zap Archers Wizard Lumberjack Mega Knight
Guards Lumberjack Mega Knight Zap Electro Wizard
Guards Lumberjack Mega Knight Zap Electro Wizard
Guards Lumberjack Mega Knight
Wizard Zap Archers Electro Wizard
Guards Archers Electro Wizard Lumberjack
Mega Knight Lumberjack
Zap Electro Wizard Mega Knight
Guards
Mega Knight Guards Lumberjack
Mega Knight Zap Guards Electro Wizard
Mega Knight Wizard Guards Lumberjack
Wizard Archers Mega Knight
Guards Electro Wizard Zap Archers Lumberjack
Mega Knight Zap Archers Wizard 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
Zap Electro Wizard
Guards
Wizard Zap Mega Knight
Wizard Zap
Archers Wizard
Zap Wizard
Zap Wizard
Guards Electro Wizard Lumberjack
Zap Wizard Electro Wizard
Zap Archers Wizard
Zap
Zap Wizard
Wizard Mega Knight
Zap Archers Wizard Electro Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Zap Wizard Electro Wizard
Zap Wizard Mega Knight
Zap
Zap Archers Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Wizard Mega Knight
Zap Electro Wizard
Mega Knight
Wizard
Zap Electro Wizard Archers Guards
Zap Archers Wizard Electro Wizard
Wizard Electro Wizard Lumberjack Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight

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