My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Electro Wizard Inferno Dragon

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.

Wizard Giant Skeleton Electro Wizard Inferno Dragon Lumberjack

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.

Hog Rider Lumberjack

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 Lumberjack

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 Lumberjack

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 Guards Giant Skeleton Inferno Dragon
Giant Snowball
Hog Rider Guards Inferno Dragon Lumberjack
Zap
Guards Inferno Dragon
Barbarian Barrel
Wizard Guards Giant Skeleton Electro Wizard Lumberjack
The Log
Hog Rider Guards Giant Skeleton Lumberjack
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Wizard Guards Giant Skeleton Electro Wizard Inferno Dragon Lumberjack
Fireball
Hog Rider Wizard Electro Wizard Inferno Dragon Lumberjack
Poison
Wizard Guards Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon Lumberjack
Rocket
Hog Rider Wizard Inferno Dragon

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.

Guards Giant Skeleton Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Hog Rider Electro Wizard Inferno Dragon Lumberjack Wizard Giant Skeleton

Shortest cycle

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

13 Zap Guards Hog Rider Electro Wizard

Attack Synergies 2 14

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 Guards Giant Skeleton Lumberjack
Hog Rider
Zap Wizard Guards Giant Skeleton Electro Wizard Lumberjack
Wizard
Hog Rider Giant Skeleton Lumberjack
Guards
Zap Hog Rider Lumberjack
Giant Skeleton
Zap Hog Rider Wizard Electro Wizard Lumberjack
Electro Wizard
Zap Hog Rider Giant Skeleton Lumberjack
Inferno Dragon
Lumberjack
Zap Hog Rider Wizard Guards Giant Skeleton Electro Wizard

Defense Synergies 1 15

Zap
Electro Wizard Guards Giant Skeleton Inferno Dragon Lumberjack
Hog Rider
Wizard
Guards Giant Skeleton Electro Wizard Lumberjack
Guards
Zap Wizard Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Zap Wizard Guards Electro Wizard Lumberjack
Electro Wizard
Zap Wizard Guards Giant Skeleton Inferno Dragon Lumberjack
Inferno Dragon
Zap Electro Wizard
Lumberjack
Zap Wizard Guards Giant Skeleton 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 Wizard Electro Wizard
Inferno Dragon Lumberjack Zap Electro Wizard
Lumberjack Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Guards Electro Wizard
Giant Skeleton Lumberjack
Zap Guards Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Zap Wizard
Zap Giant Skeleton Electro Wizard
Inferno Dragon Lumberjack
Guards Giant Skeleton Electro Wizard Lumberjack
Guards Electro Wizard Zap Wizard Giant Skeleton Lumberjack
Inferno Dragon Zap Wizard Electro Wizard
Lumberjack Zap Wizard Guards Giant Skeleton Electro Wizard
Wizard Zap Guards Electro Wizard Lumberjack
Inferno Dragon Electro Wizard Lumberjack
Zap Electro Wizard Inferno Dragon Lumberjack
Wizard Electro Wizard Lumberjack
Zap Wizard Guards Electro Wizard Lumberjack
Zap Wizard Guards Giant Skeleton Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Guards Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Wizard Inferno Dragon Lumberjack
Guards Giant Skeleton Lumberjack Zap Electro Wizard
Guards Giant Skeleton Lumberjack Zap Electro Wizard
Giant Skeleton Guards Inferno Dragon Lumberjack
Wizard Zap Electro Wizard
Guards Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Inferno Dragon Lumberjack
Zap Giant Skeleton Electro Wizard Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards Giant Skeleton Lumberjack
Zap Guards Giant Skeleton Electro Wizard
Giant Skeleton Wizard Guards Lumberjack
Wizard
Guards Electro Wizard Zap Giant Skeleton Inferno Dragon Lumberjack
Zap Wizard Giant Skeleton Electro Wizard Inferno Dragon

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 Giant Skeleton
Zap Electro Wizard
Giant Skeleton
Guards Giant Skeleton
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Guards Electro Wizard Lumberjack
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard Electro Wizard
Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Wizard
Inferno Dragon
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Wizard
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Guards
Zap Wizard Electro Wizard
Wizard Electro Wizard Lumberjack
Zap Wizard
Zap Giant Skeleton
Zap Guards Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

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