My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno 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 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.

Rage Freeze 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

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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.

Inferno Tower Rage Skeleton Army Freeze

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.

Rage The Log Skeleton Army Hog Rider Freeze Electro Wizard Inferno Tower Wizard

Shortest cycle

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

11 Rage The Log Skeleton Army Hog Rider

Attack Synergies 3 4

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.

Hog Rider
Rage Freeze The Log Wizard Electro Wizard
Inferno Tower
Wizard
Hog Rider Rage
Rage
Hog Rider Wizard Electro Wizard
Skeleton Army
Freeze
Hog Rider
The Log
Hog Rider
Electro Wizard
Hog Rider Rage

Defense Synergies 3 9

Hog Rider
Inferno Tower
Skeleton Army The Log Electro Wizard
Wizard
Skeleton Army Freeze The Log Electro Wizard
Rage
Skeleton Army
Inferno Tower Wizard Freeze The Log Electro Wizard
Freeze
Wizard Skeleton Army Electro Wizard
The Log
Inferno Tower Wizard Skeleton Army Electro Wizard
Electro Wizard
Inferno Tower Wizard Skeleton Army Freeze 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.

Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Skeleton Army The Log Electro Wizard
Inferno Tower Skeleton Army Freeze Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Skeleton Army The Log
Skeleton Army Freeze The Log Electro Wizard
Inferno Tower Electro Wizard Wizard Freeze
Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Electro Wizard
Skeleton Army Electro Wizard Wizard Freeze The Log
Inferno Tower Wizard Electro Wizard
Inferno Tower Skeleton Army Wizard Freeze The Log Electro Wizard
Wizard Skeleton Army Freeze The Log Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Inferno Tower Skeleton Army Freeze The Log Electro Wizard
Wizard Inferno Tower Skeleton Army Electro Wizard
Wizard Skeleton Army The Log Electro Wizard
Wizard Freeze The Log Electro Wizard
Inferno Tower Electro Wizard
Wizard Skeleton Army The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Electro Wizard
Electro Wizard Wizard The Log
Skeleton Army Inferno Tower The Log Electro Wizard
Skeleton Army Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Wizard Freeze Electro Wizard
Skeleton Army Inferno Tower Electro Wizard
Inferno Tower Skeleton Army
Freeze Electro Wizard Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army The Log Electro Wizard
Skeleton Army Inferno Tower Wizard
Wizard Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Freeze The Log
Inferno Tower Wizard Freeze 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.)

Freeze The Log
The Log Electro Wizard
The Log
Freeze The Log
Wizard The Log
Wizard Freeze
Wizard The Log
The Log Wizard Freeze
The Log Wizard
Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
Freeze
The Log
Wizard The Log
Wizard The Log
Freeze
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
Freeze The Log Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Wizard Freeze
Wizard The Log
Freeze Electro Wizard
Wizard The Log
Electro Wizard Skeleton Army Freeze
Wizard Electro Wizard
Freeze
The Log
Wizard Electro Wizard
The Log Wizard
Freeze The Log Electro Wizard
Electro Wizard
Freeze The Log Electro Wizard

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