My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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.

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.

Knight 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.

Zap Tornado 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.

Knight 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
Skeleton Army
Barbarian Barrel
Knight Wizard Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Hog Rider Wizard Skeleton Army Electro Wizard
Fireball
Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Knight Skeleton Army 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Knight Skeleton Army Tornado Hog Rider Electro Wizard Wizard

Shortest cycle

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

10 Zap The Log Knight Skeleton Army

Attack Synergies 6 9

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 Knight The Log
Knight
Hog Rider Zap Wizard The Log Electro Wizard
Hog Rider
Zap Knight The Log Wizard Tornado Electro Wizard
Wizard
Tornado Knight Hog Rider
Skeleton Army
Tornado
Zap Wizard Hog Rider The Log
The Log
Hog Rider Zap Knight Tornado
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 3 16

Zap
Electro Wizard Knight Skeleton Army Tornado The Log
Knight
Electro Wizard Zap Wizard Skeleton Army Tornado The Log
Hog Rider
Wizard
Tornado Knight Skeleton Army The Log Electro Wizard
Skeleton Army
Zap Knight Wizard The Log Electro Wizard
Tornado
Wizard Zap Knight The Log Electro Wizard
The Log
Zap Knight Wizard Skeleton Army Tornado Electro Wizard
Electro Wizard
Zap Knight Wizard Skeleton Army 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.

Zap Knight Wizard The Log Electro Wizard
Skeleton Army Zap Knight The Log Electro Wizard
Skeleton Army Tornado Knight Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Tornado The Log
Skeleton Army Tornado The Log Zap Electro Wizard
Tornado Electro Wizard Zap Wizard
Zap The Log Electro Wizard
Skeleton Army Tornado
Knight Skeleton Army Tornado Electro Wizard
Skeleton Army Electro Wizard Zap Knight Wizard Tornado The Log
Zap Wizard Tornado Electro Wizard
Skeleton Army Zap Knight Wizard The Log Electro Wizard
Wizard Skeleton Army Zap Tornado The Log Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Tornado Zap The Log Electro Wizard
Wizard Knight Skeleton Army Tornado Electro Wizard
Zap Knight Wizard Skeleton Army Tornado The Log Electro Wizard
Zap Wizard Tornado The Log Knight Electro Wizard
Tornado Electro Wizard
Wizard Skeleton Army Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Electro Wizard
Electro Wizard Zap Knight Wizard The Log
Skeleton Army Zap Knight The Log Electro Wizard
Skeleton Army Zap Knight Tornado The Log Electro Wizard
Knight Skeleton Army
Wizard Zap Tornado Electro Wizard
Skeleton Army Knight Electro Wizard
Knight Skeleton Army
Zap Electro Wizard Knight Skeleton Army Tornado The Log
Skeleton Army
Knight
Skeleton Army Zap Tornado The Log Electro Wizard
Skeleton Army Knight Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap Knight Tornado The Log
Zap 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.)

Knight The Log
Zap Tornado The Log Electro Wizard
The Log
Knight The Log
Wizard Zap The Log
Wizard Zap Tornado
Wizard Tornado The Log
The Log Zap Wizard Tornado
The Log Zap Wizard Tornado
Tornado Electro Wizard
Zap Knight Wizard Tornado The Log Electro Wizard
Zap Wizard Tornado
Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Tornado
Zap Wizard The Log Electro Wizard
Zap Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Wizard
The Log Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado The Log
Zap Tornado The Log
Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Skeleton Army
Zap Wizard Tornado Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Zap Wizard
Zap Tornado
Zap Tornado The Log Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado The Log Electro Wizard

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