My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Good
Versatility
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch

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.

Knight Giant Wizard Witch

Offensive cards

Win conditions

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

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage Tornado The Log

Punishments

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

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.

Knight Giant

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
Giant
Giant Snowball
Witch
Zap
Witch
Barbarian Barrel
Knight Wizard Witch
The Log
Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Wizard Witch
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Knight Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Knight Rage Tornado

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

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 Rage The Log Knight Tornado Giant Wizard Witch

Shortest cycle

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

9 Zap Rage The Log Knight

Attack Synergies 5 13

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
Giant Tornado Knight Witch The Log
Knight
Zap Wizard Witch The Log
Giant
Zap Rage Wizard Tornado Witch The Log
Wizard
Tornado Knight Giant Rage
Rage
Giant Witch Wizard
Tornado
Zap Wizard Giant Witch The Log
Witch
Rage Zap Knight Giant Tornado
The Log
Zap Knight Giant Tornado

Defense Synergies 1 12

Zap
Knight Tornado Witch The Log
Knight
Zap Wizard Tornado Witch The Log
Giant
Wizard
Tornado Knight The Log
Rage
Tornado
Wizard Zap Knight Witch The Log
Witch
Zap Knight Tornado The Log
The Log
Zap Knight Wizard Tornado Witch

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 Knight Wizard The Log
Zap Knight Witch The Log
Tornado Witch Knight
Witch Knight
Tornado The Log
Tornado The Log Zap
Tornado Zap Wizard Witch
Zap The Log
Witch Tornado
Knight Tornado
Witch Zap Knight Wizard Tornado The Log
Zap Wizard Tornado Witch
Zap Knight Wizard Witch The Log
Wizard Zap Tornado Witch The Log
Knight
Tornado Zap The Log
Wizard Knight Tornado Witch
Zap Knight Wizard Tornado Witch The Log
Zap Wizard Tornado Witch The Log Knight
Tornado
Wizard Knight Witch The Log

Counters to secondary win conditions

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

Knight Zap Witch
Zap Knight Wizard The Log
Zap Knight Witch The Log
Zap Knight Tornado The Log
Knight Witch
Wizard Zap Tornado Witch
Knight Witch
Knight
Zap Knight Tornado Witch The Log
Witch
Knight Witch
Zap Tornado The Log
Knight Wizard Witch
Wizard Witch
Witch Zap Knight Tornado The Log
Zap Wizard Witch The Log

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.)

Knight The Log
Zap Tornado The Log
The Log
Knight The Log
Wizard Zap The Log
Wizard Zap Tornado Witch
Wizard Tornado Witch The Log
The Log Zap Wizard Tornado
The Log Zap Wizard Tornado
Tornado
Zap Knight Wizard Tornado The Log
Zap Wizard Tornado
Knight The Log
Zap The Log
Zap Wizard Witch The Log
Wizard The Log
Tornado
Zap Wizard The Log
Zap Wizard Tornado Witch The Log
The Log
Wizard Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Wizard Witch
Witch
The Log Zap Wizard Tornado Witch
Zap Wizard Tornado Witch The Log
Zap Tornado The Log
Zap Wizard Tornado Witch
Zap Wizard Witch
Zap Wizard The Log
Zap
Wizard The Log
Zap Witch
Zap Wizard Tornado Witch
The Log
Knight Wizard
The Log Zap Wizard
Zap Tornado
Zap Tornado Witch The Log
Zap Tornado Witch
Zap Tornado Witch The Log

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