My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Witch Ice 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 Giant Witch Ice Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Punishments

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

Hog Rider Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Barbarians Hog Rider Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log 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.

Ice Wizard

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.

Barbarians Fireball Witch Ice 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 Ice Wizard Fireball Hog Rider Barbarians Giant Witch

Shortest cycle

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

12 The Log Archers Ice Wizard Fireball

Attack Synergies 2 10

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
Hog Rider Giant
Barbarians
Hog Rider
Fireball
Hog Rider Giant The Log
Hog Rider
Fireball The Log Archers Barbarians Giant Witch
Giant
Archers Fireball Hog Rider Witch The Log Ice Wizard
Witch
Hog Rider Giant
The Log
Hog Rider Fireball Giant
Ice Wizard
Giant

Defense Synergies 1 7

Archers
Witch The Log Ice Wizard
Barbarians
Fireball
The Log Ice Wizard
Hog Rider
Giant
Witch
Archers The Log Ice Wizard
The Log
Fireball Archers Witch Ice Wizard
Ice Wizard
Archers Fireball Witch 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.

Fireball The Log
Barbarians Witch The Log Ice Wizard
Barbarians Witch Archers Ice Wizard
Barbarians Witch Ice Wizard
Barbarians Fireball The Log
Fireball The Log Archers Ice Wizard
Archers Fireball Witch Ice Wizard
Barbarians Fireball The Log
Barbarians Witch Ice Wizard
Archers Barbarians Ice Wizard
Archers Barbarians Witch Ice Wizard Fireball The Log
Archers Fireball Witch Ice Wizard
Barbarians Fireball Witch The Log Ice Wizard
Fireball Barbarians Witch The Log
Barbarians
Barbarians Fireball The Log
Barbarians Fireball Witch
Fireball Archers Barbarians Witch The Log Ice Wizard
Witch The Log Archers Barbarians Fireball Ice Wizard
Barbarians
Archers Barbarians Fireball Witch The Log

Counters to secondary win conditions

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

Barbarians Archers Fireball Witch
Fireball Archers The Log
Barbarians Witch The Log
Barbarians Fireball The Log
Barbarians Witch
Fireball Archers Witch Ice Wizard
Archers Barbarians Fireball Witch Ice Wizard
Barbarians
Barbarians Fireball Witch The Log
Witch Barbarians
Barbarians Witch
Barbarians Fireball The Log
Barbarians Fireball Witch
Archers Barbarians Fireball Witch
Barbarians Witch Archers Fireball The Log
Archers Barbarians Fireball Witch The Log Ice 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.)

Fireball The Log
Fireball The Log Ice Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball The Log
Fireball Witch Ice Wizard
Archers Witch The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Archers
Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
Archers Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
The Log
Barbarians Fireball The Log
The Log Fireball Witch Ice Wizard
Witch
Fireball The Log Witch Ice Wizard
Fireball Witch The Log
Fireball The Log
Archers Fireball Witch Ice Wizard
Fireball Witch
Fireball
Fireball The Log
Fireball
Fireball The Log
Archers Barbarians Fireball Witch
Fireball Archers Witch Ice Wizard
The Log Fireball
Fireball
The Log Fireball
Fireball
Fireball Witch The Log
Fireball Witch
Fireball Witch The Log

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