My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Witch Ice 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.

Witch Bowler Ice Wizard Electro Wizard Lumberjack

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 Tornado

Punishments

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

Hog Rider Lumberjack

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler Ice Wizard

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.

Tornado Bowler Ice Wizard

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.

Witch Ice 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.

Zap Tornado Ice Wizard Hog Rider Electro Wizard Lumberjack Witch Bowler

Shortest cycle

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

12 Zap Tornado Ice Wizard Hog Rider

Attack Synergies 3 19

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 Tornado Electro Wizard Witch Bowler Ice Wizard Lumberjack
Hog Rider
Zap Tornado Witch Bowler Electro Wizard Lumberjack
Tornado
Zap Hog Rider Witch Bowler Ice Wizard
Witch
Zap Hog Rider Tornado Bowler Lumberjack
Bowler
Zap Hog Rider Tornado Witch Ice Wizard Electro Wizard Lumberjack
Ice Wizard
Zap Tornado Bowler Lumberjack
Electro Wizard
Zap Hog Rider Bowler Lumberjack
Lumberjack
Zap Hog Rider Witch Bowler Ice Wizard Electro Wizard

Defense Synergies 3 16

Zap
Electro Wizard Tornado Witch Bowler Ice Wizard Lumberjack
Hog Rider
Tornado
Bowler Ice Wizard Zap Witch Electro Wizard
Witch
Zap Tornado Bowler Ice Wizard Electro Wizard Lumberjack
Bowler
Tornado Zap Witch Ice Wizard Electro Wizard Lumberjack
Ice Wizard
Tornado Zap Witch Bowler Lumberjack
Electro Wizard
Zap Tornado Witch Bowler Lumberjack
Lumberjack
Zap Witch Bowler Ice 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.

Bowler Zap Electro Wizard
Lumberjack Zap Witch Ice Wizard Electro Wizard
Tornado Witch Bowler Lumberjack Ice Wizard Electro Wizard
Witch Lumberjack Bowler Ice Wizard Electro Wizard
Tornado Bowler Lumberjack
Tornado Bowler Zap Ice Wizard Electro Wizard Lumberjack
Tornado Electro Wizard Zap Witch Ice Wizard
Bowler Zap Electro Wizard
Witch Tornado Ice Wizard Lumberjack
Tornado Bowler Ice Wizard Electro Wizard Lumberjack
Witch Ice Wizard Electro Wizard Zap Tornado Bowler Lumberjack
Zap Tornado Witch Ice Wizard Electro Wizard
Bowler Lumberjack Zap Witch Ice Wizard Electro Wizard
Bowler Zap Tornado Witch Electro Wizard Lumberjack
Electro Wizard Lumberjack
Tornado Zap Bowler Electro Wizard Lumberjack
Tornado Witch Bowler Electro Wizard Lumberjack
Zap Tornado Witch Bowler Ice Wizard Electro Wizard Lumberjack
Zap Tornado Witch Bowler Ice Wizard Electro Wizard Lumberjack
Tornado Electro Wizard Lumberjack
Bowler Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Witch Bowler Electro Wizard
Electro Wizard Zap Bowler Lumberjack
Lumberjack Zap Witch Bowler Electro Wizard
Bowler Lumberjack Zap Tornado Electro Wizard
Witch Bowler Lumberjack
Zap Tornado Witch Ice Wizard Electro Wizard
Witch Bowler Ice Wizard Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Tornado Witch
Witch
Witch Bowler Lumberjack
Zap Tornado Bowler Electro Wizard
Bowler Witch Lumberjack
Witch Bowler
Witch Electro Wizard Zap Tornado Bowler Lumberjack
Bowler Zap Witch Ice 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.)

Zap Tornado Bowler Ice Wizard Electro Wizard
Zap Bowler
Zap Tornado Witch Ice Wizard
Tornado Witch Bowler
Zap Tornado Bowler Ice Wizard
Zap Tornado
Tornado Bowler Electro Wizard Lumberjack
Zap Tornado Bowler Electro Wizard
Zap Tornado
Bowler
Zap
Zap Witch Bowler
Bowler
Tornado
Zap Bowler Electro Wizard
Zap Tornado Witch Bowler
Bowler
Tornado
Tornado Bowler
Zap
Zap Tornado Witch Bowler Ice Wizard
Witch
Zap Tornado Witch Bowler Ice Wizard Electro Wizard
Zap Tornado Witch Bowler
Zap Tornado
Zap Tornado Witch Ice Wizard Electro Wizard
Zap Electro Wizard Witch
Bowler
Zap
Zap Electro Wizard
Bowler
Zap Electro Wizard Witch
Zap Tornado Witch Ice Wizard Electro Wizard
Bowler Electro Wizard Lumberjack
Zap Bowler
Zap Tornado
Zap Tornado Witch Bowler Electro Wizard
Zap Tornado Witch Electro Wizard
Zap Tornado Witch Bowler Electro Wizard

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