My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Electro Wizard Ram Rider

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.

Bomber Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram 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 Ram 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.

Barbarians Hog Rider Ram 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 Ram 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
Bomber Hog Rider Guards Ram Rider
Giant Snowball
Bomber Barbarians Hog Rider Guards Ram Rider
Zap
Bomber Guards Ram Rider
Barbarian Barrel
Bomber Barbarians Guards Electro Wizard
The Log
Bomber Barbarians Hog Rider Guards Ram Rider
Earthquake
Bomber Barbarians Hog Rider Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Barbarians Hog Rider Guards Electro Wizard Ram Rider
Fireball
Bomber Barbarians Hog Rider Electro Wizard Ram Rider
Poison
Bomber Barbarians Guards Electro Wizard
Lightning
Electro Wizard Ram Rider
Rocket
Barbarians Hog Rider Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Guards

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.

Barbarians 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.

Bomber Zap The Log Guards Hog Rider Electro Wizard Barbarians Ram Rider

Shortest cycle

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

9 Bomber Zap The Log Guards

Attack Synergies 4 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.

Bomber
Zap Hog Rider Ram Rider
Zap
Hog Rider Electro Wizard Ram Rider Bomber Guards The Log
Barbarians
Hog Rider
Hog Rider
Zap The Log Bomber Barbarians Guards Electro Wizard
Guards
Zap Hog Rider The Log Ram Rider
The Log
Hog Rider Zap Guards Ram Rider
Electro Wizard
Zap Hog Rider Ram Rider
Ram Rider
Zap Bomber Guards The Log Electro Wizard

Defense Synergies 1 13

Bomber
Zap Guards The Log Electro Wizard
Zap
Electro Wizard Bomber Barbarians Guards The Log Ram Rider
Barbarians
Zap
Hog Rider
Guards
Bomber Zap The Log Electro Wizard
The Log
Bomber Zap Guards Electro Wizard Ram Rider
Electro Wizard
Zap Bomber Guards The Log Ram Rider
Ram Rider
Zap 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.

Bomber Zap The Log Electro Wizard Ram Rider
Barbarians Bomber Zap The Log Electro Wizard Ram Rider
Barbarians Ram Rider Bomber Electro Wizard
Barbarians Bomber Guards Electro Wizard Ram Rider
Bomber Barbarians The Log
The Log Bomber Zap Guards Electro Wizard
Electro Wizard Ram Rider Zap
Zap Barbarians The Log Electro Wizard Ram Rider
Barbarians
Guards Bomber Barbarians Electro Wizard
Barbarians Guards Electro Wizard Bomber Zap The Log Ram Rider
Zap Electro Wizard Ram Rider
Barbarians Bomber Zap Guards The Log Electro Wizard Ram Rider
Bomber Zap Barbarians Guards The Log Electro Wizard
Barbarians Electro Wizard Ram Rider
Barbarians Zap The Log Electro Wizard Ram Rider
Barbarians Bomber Electro Wizard
Bomber Zap Barbarians Guards The Log Electro Wizard Ram Rider
Zap The Log Bomber Barbarians Guards Electro Wizard Ram Rider
Barbarians Electro Wizard Ram Rider
Bomber Barbarians Guards The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Guards Zap Electro Wizard
Electro Wizard Bomber Zap The Log
Barbarians Guards Zap The Log Electro Wizard Ram Rider
Guards Zap Barbarians The Log Electro Wizard Ram Rider
Barbarians Guards Ram Rider
Zap Electro Wizard Ram Rider
Guards Barbarians Electro Wizard Ram Rider
Barbarians
Zap Electro Wizard Barbarians The Log
Barbarians Guards
Barbarians Guards
Zap Barbarians Guards The Log Electro Wizard
Barbarians Guards Ram Rider
Bomber Barbarians
Barbarians Guards Electro Wizard Bomber Zap The Log
Bomber Zap Barbarians 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.)

Guards The Log
Zap The Log Electro Wizard Ram Rider
The Log
Barbarians Guards The Log
Bomber Zap The Log
Zap Ram Rider
Bomber The Log
The Log Zap Ram Rider
The Log Zap Ram Rider
Guards Electro Wizard
Zap The Log Electro Wizard Ram Rider
Zap
The Log
Zap The Log
Bomber Zap The Log
The Log
Bomber
Bomber Zap The Log Electro Wizard
Bomber Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log Bomber
The Log Zap Electro Wizard Ram Rider
Zap The Log Ram Rider
Zap The Log
Zap Electro Wizard
Zap Electro Wizard Guards
Bomber Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Barbarians Guards
Zap Electro Wizard Ram Rider
The Log
Electro Wizard
The Log Bomber Zap
Zap
Zap Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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