My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Wizard Witch

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.

Skeletons Bats Wizard Witch Mega Knight

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.

Arrows The Log

Punishments

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

Hog Rider Mega Knight

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 Mega Knight

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
Skeletons Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider Witch
Zap
Skeletons Bats Witch
Barbarian Barrel
Skeletons Wizard Witch
The Log
Skeletons Hog Rider Witch
Earthquake
Skeletons Hog Rider Witch
Arrows
Skeletons Bats Witch
Royal Delivery
Skeletons Bats Hog Rider Wizard Witch
Fireball
Hog Rider Wizard Witch
Poison
Bats Wizard Witch
Lightning
Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Mega Knight

Ladder info

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.

Bats Arrows Mega Knight

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 Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Arrows Hog Rider Wizard Witch Mega Knight

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 4 7

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.

Skeletons
Bats
Hog Rider Mega Knight
Arrows
Hog Rider Mega Knight
Hog Rider
Bats Arrows The Log Wizard Witch Mega Knight
Wizard
Hog Rider Mega Knight
Witch
Hog Rider Mega Knight
The Log
Hog Rider Mega Knight
Mega Knight
Bats Arrows Hog Rider Wizard Witch The Log

Defense Synergies 1 11

Skeletons
Bats Wizard Witch The Log
Bats
Skeletons The Log Mega Knight
Arrows
Mega Knight
Hog Rider
Wizard
Skeletons The Log Mega Knight
Witch
Skeletons The Log Mega Knight
The Log
Skeletons Bats Wizard Witch Mega Knight
Mega Knight
Arrows Bats Wizard 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.

Wizard The Log
Skeletons Bats Witch The Log Mega Knight
Witch Mega Knight Skeletons Bats
Witch Skeletons Bats Mega Knight
Arrows The Log Mega Knight
Arrows The Log Skeletons Bats Mega Knight
Bats Arrows Wizard Witch
Arrows The Log Mega Knight
Witch Skeletons
Skeletons Mega Knight
Bats Witch Skeletons Arrows Wizard The Log Mega Knight
Arrows Bats Wizard Witch
Mega Knight Skeletons Bats Wizard Witch The Log
Wizard Mega Knight Bats Arrows Witch The Log
Mega Knight
The Log Mega Knight
Wizard Mega Knight Skeletons Bats Arrows Witch
Arrows Mega Knight Bats Wizard Witch The Log
Arrows Wizard Witch The Log Bats Mega Knight
Wizard Mega Knight Bats Arrows Witch The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Witch
Arrows Wizard The Log Mega Knight
Mega Knight Skeletons Bats Witch The Log
Mega Knight Bats The Log
Skeletons Witch Mega Knight
Arrows Wizard Skeletons Bats Witch
Skeletons Bats Witch
Mega Knight
Mega Knight Skeletons Bats Witch The Log
Witch Skeletons
Mega Knight Bats Witch
Mega Knight Arrows The Log
Mega Knight Skeletons Wizard Witch
Wizard Witch Mega Knight
Witch Skeletons Bats The Log
Bats Arrows Mega Knight Wizard Witch The Log

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.)

Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Bats Witch
Arrows Wizard Witch The Log
Arrows The Log Wizard
Arrows The Log Wizard
Bats
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard Witch The Log
Arrows Wizard The Log Mega Knight
Arrows
Bats
Arrows Wizard The Log Mega Knight
Arrows Wizard Witch The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Witch Mega Knight
Witch
Arrows The Log Wizard Witch
Arrows Wizard Witch The Log Mega Knight
Arrows The Log
Bats Arrows Wizard Witch
Bats Wizard Witch
Arrows Wizard The Log Mega Knight
Arrows
Mega Knight
Arrows Wizard The Log
Bats Witch
Arrows Wizard Witch
Arrows The Log
Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Bats Witch The Log
Bats Witch
Witch The Log Mega Knight

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