My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Baby Dragon 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.

Royal Giant Baby Dragon Witch Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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.

Royal Giant Hog Rider

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.

Royal Giant Hog Rider Baby Dragon

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
Royal Giant Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Witch
Zap
Royal Giant Skeleton Army Witch
Barbarian Barrel
Skeleton Army Witch Ice Wizard
The Log
Royal Giant Hog Rider Skeleton Army Witch
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Hog Rider Skeleton Army Baby Dragon Witch Ice Wizard
Fireball
Hog Rider Skeleton Army Baby Dragon Witch Ice Wizard
Poison
Skeleton Army Witch Ice Wizard
Lightning
Baby Dragon Witch Ice Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon 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.

Skeleton Army Baby Dragon 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.

Royal Giant Fireball 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Skeleton Army Ice Wizard Fireball Hog Rider Baby Dragon Witch Royal Giant

Shortest cycle

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

12 The Log Skeleton Army Ice Wizard Fireball

Attack Synergies 4 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.

Royal Giant
Fireball Ice Wizard Hog Rider Baby Dragon Witch The Log
Fireball
Royal Giant Hog Rider Baby Dragon The Log
Hog Rider
Fireball The Log Royal Giant Baby Dragon Witch
Skeleton Army
Baby Dragon
Royal Giant Fireball Hog Rider Witch Ice Wizard
Witch
Royal Giant Hog Rider Baby Dragon
The Log
Hog Rider Royal Giant Fireball
Ice Wizard
Royal Giant Baby Dragon

Defense Synergies 2 8

Royal Giant
Fireball
The Log Ice Wizard
Hog Rider
Skeleton Army
The Log Ice Wizard
Baby Dragon
Ice Wizard Witch The Log
Witch
Baby Dragon The Log Ice Wizard
The Log
Fireball Skeleton Army Baby Dragon Witch Ice Wizard
Ice Wizard
Baby Dragon Fireball Skeleton Army 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 Baby Dragon The Log
Skeleton Army Witch The Log Ice Wizard
Skeleton Army Witch Ice Wizard
Skeleton Army Witch Ice Wizard
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Baby Dragon Ice Wizard
Fireball Baby Dragon Witch Ice Wizard
Fireball Baby Dragon The Log
Witch Skeleton Army Ice Wizard
Skeleton Army Ice Wizard
Skeleton Army Witch Ice Wizard Fireball Baby Dragon The Log
Fireball Baby Dragon Witch Ice Wizard
Skeleton Army Fireball Witch The Log Ice Wizard
Fireball Skeleton Army Baby Dragon Witch The Log
Skeleton Army
Skeleton Army Fireball The Log
Fireball Skeleton Army Witch
Fireball Skeleton Army Baby Dragon Witch The Log Ice Wizard
Baby Dragon Witch The Log Fireball Ice Wizard
Skeleton Army Fireball Baby Dragon Witch The Log

Counters to secondary win conditions

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

Skeleton Army Fireball Witch
Fireball Baby Dragon The Log
Skeleton Army Witch The Log
Skeleton Army Fireball The Log
Skeleton Army Witch
Fireball Baby Dragon Witch Ice Wizard
Skeleton Army Fireball Witch Ice Wizard
Skeleton Army
Fireball Skeleton Army Baby Dragon Witch The Log
Witch Skeleton Army
Witch
Skeleton Army Fireball The Log
Skeleton Army Fireball Witch
Fireball Skeleton Army Baby Dragon Witch
Skeleton Army Witch Fireball Baby Dragon The Log
Fireball Baby Dragon 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 Baby Dragon The Log
Fireball Baby Dragon The Log Ice Wizard
Fireball Baby Dragon The Log
Fireball The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch Ice Wizard
Baby Dragon Witch The Log
Fireball The Log Baby Dragon Ice Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fireball Baby Dragon Witch Ice Wizard
Witch
Fireball The Log Baby Dragon Witch Ice Wizard
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch Ice Wizard
Fireball Witch
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Skeleton Army Witch
Fireball Baby Dragon Witch Ice Wizard
The Log Fireball
Fireball Baby Dragon
The Log Fireball Baby Dragon
Fireball
Fireball Baby Dragon Witch The Log
Fireball Witch
Fireball Baby Dragon Witch The Log

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