My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Tower Wizard Witch Electro Wizard

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.

Giant Wizard Witch Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

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 Giant

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

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

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 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.

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

Shortest cycle

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

12 Zap The Log Hog Rider Electro Wizard

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.

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

Defense Synergies 3 8

Zap
Electro Wizard Inferno Tower Witch The Log
Hog Rider
Giant
Inferno Tower
The Log Electro Wizard Zap
Wizard
The Log Electro Wizard
Witch
Zap The Log Electro Wizard
The Log
Inferno Tower Zap Wizard Witch Electro Wizard
Electro Wizard
Zap Inferno Tower 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.

Zap Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Zap Witch The Log Electro Wizard
Inferno Tower Witch Electro Wizard
Inferno Tower Witch Electro Wizard
The Log
The Log Zap Electro Wizard
Inferno Tower Electro Wizard Zap Wizard Witch
Zap Inferno Tower The Log Electro Wizard
Inferno Tower Witch
Inferno Tower Electro Wizard
Witch Electro Wizard Zap Wizard The Log
Inferno Tower Zap Wizard Witch Electro Wizard
Inferno Tower Zap Wizard Witch The Log Electro Wizard
Wizard Zap Witch The Log Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower Zap The Log Electro Wizard
Wizard Inferno Tower Witch Electro Wizard
Zap Wizard Witch The Log Electro Wizard
Zap Wizard Witch The Log Electro Wizard
Inferno Tower Electro Wizard
Wizard Witch The Log Electro Wizard

Counters to secondary win conditions

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

Zap Inferno Tower Witch Electro Wizard
Electro Wizard Zap Wizard The Log
Zap Inferno Tower Witch The Log Electro Wizard
Zap Inferno Tower The Log Electro Wizard
Inferno Tower Witch
Wizard Zap Witch Electro Wizard
Inferno Tower Witch Electro Wizard
Inferno Tower
Zap Electro Wizard Inferno Tower Witch The Log
Inferno Tower Witch
Inferno Tower Witch
Zap The Log Electro Wizard
Inferno Tower Wizard Witch
Wizard Witch
Inferno Tower Witch Electro Wizard Zap The Log
Zap Inferno Tower Wizard Witch 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Wizard Zap The Log
Wizard Zap Witch
Wizard Witch The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard Witch The Log
Wizard The Log
Zap Wizard The Log Electro Wizard
Zap Wizard Witch The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard Witch
Witch
The Log Zap Wizard Witch Electro Wizard
Zap Wizard Witch The Log
Zap The Log
Zap Wizard Witch Electro Wizard
Zap Electro Wizard Wizard Witch
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Witch
Zap Wizard Witch Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
Zap Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

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