My Best Clash Royale Deck

Deck Check Rating

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

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.

Inferno Tower Wizard Electro Wizard Night Witch

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 Giant Skeleton Electro Wizard Night Witch

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 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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Inferno Tower Giant Skeleton Night Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Hog Rider Electro Wizard Night Witch Inferno Tower Wizard Giant Skeleton

Shortest cycle

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

12 Zap The Log Hog Rider Electro Wizard

Attack Synergies 3 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.

Zap
Hog Rider Electro Wizard Giant Skeleton The Log Night Witch
Hog Rider
Zap The Log Wizard Giant Skeleton Electro Wizard
Inferno Tower
Wizard
Hog Rider Giant Skeleton
Giant Skeleton
Zap Hog Rider Wizard The Log Electro Wizard Night Witch
The Log
Hog Rider Zap Giant Skeleton
Electro Wizard
Zap Hog Rider Giant Skeleton
Night Witch
Zap Giant Skeleton

Defense Synergies 3 13

Zap
Electro Wizard Inferno Tower Giant Skeleton The Log Night Witch
Hog Rider
Inferno Tower
The Log Electro Wizard Zap Night Witch
Wizard
Giant Skeleton The Log Electro Wizard
Giant Skeleton
Zap Wizard The Log Electro Wizard
The Log
Inferno Tower Zap Wizard Giant Skeleton Electro Wizard Night Witch
Electro Wizard
Zap Inferno Tower Wizard Giant Skeleton The Log Night Witch
Night Witch
Zap Inferno Tower The Log Electro Wizard

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 Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Zap The Log Electro Wizard Night Witch
Inferno Tower Giant Skeleton Electro Wizard Night Witch
Inferno Tower Night Witch Electro Wizard
Giant Skeleton The Log
The Log Zap Electro Wizard Night Witch
Inferno Tower Electro Wizard Zap Wizard Night Witch
Zap Inferno Tower Giant Skeleton The Log Electro Wizard
Inferno Tower Night Witch
Inferno Tower Giant Skeleton Electro Wizard Night Witch
Electro Wizard Zap Wizard Giant Skeleton The Log Night Witch
Inferno Tower Zap Wizard Electro Wizard Night Witch
Inferno Tower Night Witch Zap Wizard Giant Skeleton The Log Electro Wizard
Wizard Zap The Log Electro Wizard Night Witch
Inferno Tower Electro Wizard
Inferno Tower Zap The Log Electro Wizard
Wizard Inferno Tower Electro Wizard Night Witch
Zap Wizard The Log Electro Wizard Night Witch
Zap Wizard The Log Giant Skeleton Electro Wizard
Inferno Tower Electro Wizard
Wizard Giant Skeleton The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Zap Inferno Tower Giant Skeleton Electro Wizard
Electro Wizard Zap Wizard The Log
Giant Skeleton Zap Inferno Tower The Log Electro Wizard
Giant Skeleton Zap Inferno Tower The Log Electro Wizard Night Witch
Inferno Tower Giant Skeleton Night Witch
Wizard Zap Electro Wizard
Inferno Tower Giant Skeleton Electro Wizard Night Witch
Inferno Tower Giant Skeleton
Zap Giant Skeleton Electro Wizard Inferno Tower The Log
Inferno Tower
Inferno Tower Giant Skeleton
Zap Giant Skeleton The Log Electro Wizard
Giant Skeleton Inferno Tower Wizard Night Witch
Wizard
Inferno Tower Electro Wizard Zap Giant Skeleton The Log Night Witch
Zap Inferno Tower Wizard Giant Skeleton 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.)

Giant Skeleton The Log
Zap The Log Electro Wizard
Giant Skeleton The Log
Giant Skeleton The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard Night Witch
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Night Witch
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
Giant Skeleton The Log Night Witch
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard Night Witch
Zap Electro Wizard Wizard
Night Witch
Zap Wizard The Log Night Witch
Zap Electro Wizard
Giant Skeleton
Wizard The Log
Zap Electro Wizard Night Witch
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap Giant Skeleton
Zap Giant Skeleton The Log Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton The Log Electro Wizard

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