My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Tesla Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Tesla Wizard Giant Skeleton 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

Punishments

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

Elite Barbarians 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.

Elite Barbarians 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.

Elite Barbarians 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
Archers Elite Barbarians Hog Rider Giant Skeleton
Giant Snowball
Archers Hog Rider
Zap
Archers
Barbarian Barrel
Archers Tesla Elite Barbarians Wizard Giant Skeleton Electro Wizard
The Log
Archers Elite Barbarians Hog Rider Giant Skeleton
Earthquake
Archers Tesla Hog Rider
Arrows
Archers
Royal Delivery
Archers Elite Barbarians Hog Rider Wizard Giant Skeleton Electro Wizard
Fireball
Archers Tesla Elite Barbarians Hog Rider Wizard Electro Wizard
Poison
Archers Wizard Electro Wizard
Lightning
Tesla Elite Barbarians Wizard Electro Wizard
Rocket
Elite Barbarians Hog Rider Wizard

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

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.

Giant Skeleton

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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Tesla Hog Rider Electro Wizard Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

13 Zap Archers Tesla Hog Rider

Attack Synergies 3 12

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
Elite Barbarians Hog Rider Electro Wizard Archers Giant Skeleton
Archers
Zap Elite Barbarians Hog Rider Giant Skeleton
Tesla
Elite Barbarians
Zap Archers Hog Rider Wizard
Hog Rider
Zap Archers Elite Barbarians Wizard Giant Skeleton Electro Wizard
Wizard
Elite Barbarians Hog Rider Giant Skeleton
Giant Skeleton
Zap Archers Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Hog Rider Giant Skeleton

Defense Synergies 1 13

Zap
Electro Wizard Archers Tesla Elite Barbarians Giant Skeleton
Archers
Zap Tesla Giant Skeleton Electro Wizard
Tesla
Zap Archers Wizard Electro Wizard
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Tesla Elite Barbarians Giant Skeleton Electro Wizard
Giant Skeleton
Zap Archers Wizard Electro Wizard
Electro Wizard
Zap Archers Tesla Wizard Giant Skeleton

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 Tesla Wizard Electro Wizard
Elite Barbarians Zap Tesla Electro Wizard
Tesla Archers Elite Barbarians Giant Skeleton Electro Wizard
Tesla Elite Barbarians Electro Wizard
Elite Barbarians Giant Skeleton
Zap Archers Tesla Electro Wizard
Tesla Electro Wizard Zap Archers Wizard
Zap Tesla Giant Skeleton Electro Wizard
Tesla Elite Barbarians
Elite Barbarians Archers Tesla Giant Skeleton Electro Wizard
Archers Electro Wizard Zap Tesla Wizard Giant Skeleton
Tesla Zap Archers Wizard Electro Wizard
Tesla Zap Elite Barbarians Wizard Giant Skeleton Electro Wizard
Wizard Zap Tesla Electro Wizard
Elite Barbarians Tesla Electro Wizard
Zap Tesla Elite Barbarians Electro Wizard
Tesla Wizard Elite Barbarians Electro Wizard
Tesla Zap Archers Elite Barbarians Wizard Electro Wizard
Zap Wizard Archers Tesla Giant Skeleton Electro Wizard
Tesla Elite Barbarians Electro Wizard
Wizard Archers Tesla Elite Barbarians Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Archers Tesla Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Zap Archers Tesla Elite Barbarians Wizard
Giant Skeleton Zap Elite Barbarians Electro Wizard
Giant Skeleton Zap Tesla Elite Barbarians Electro Wizard
Giant Skeleton Tesla Elite Barbarians
Wizard Zap Archers Tesla Electro Wizard
Archers Tesla Elite Barbarians Giant Skeleton Electro Wizard
Giant Skeleton Tesla Elite Barbarians
Zap Giant Skeleton Electro Wizard Elite Barbarians
Tesla
Tesla Elite Barbarians Giant Skeleton
Zap Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Tesla Wizard
Wizard Archers Tesla
Tesla Elite Barbarians Electro Wizard Zap Archers Giant Skeleton
Zap Archers Tesla Elite Barbarians Wizard Giant Skeleton 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
Zap Electro Wizard
Giant Skeleton
Giant Skeleton
Wizard Zap
Wizard Zap
Archers Wizard
Zap Wizard
Zap Wizard
Elite Barbarians Electro Wizard
Zap Wizard Electro Wizard
Zap Archers Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Zap Archers Wizard Electro Wizard
Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians Zap Archers Wizard Electro Wizard
Zap Electro Wizard Wizard
Elite Barbarians
Zap Wizard
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Archers
Zap Archers Wizard Electro Wizard
Wizard Electro Wizard
Zap Wizard
Zap Giant Skeleton
Elite Barbarians
Zap Elite Barbarians Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: