My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard

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.

Ice Wizard Royal Ghost Bandit 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 The Log

Punishments

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

Hog Rider Royal Ghost Bandit

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 Royal Ghost Bandit

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 Royal Ghost Bandit 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 Guards Bandit
Giant Snowball
Hog Rider Guards
Zap
Guards Bandit
Barbarian Barrel
Guards Ice Wizard Royal Ghost Bandit Electro Wizard
The Log
Hog Rider Guards Bandit
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Ice Wizard Royal Ghost Bandit Electro Wizard
Fireball
Hog Rider Ice Wizard Bandit Electro Wizard
Poison
Guards Ice Wizard Electro Wizard
Lightning
Ice Wizard Bandit Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Ice Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard Royal Ghost

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.

Ice 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 The Log Guards Ice Wizard Royal Ghost Bandit Hog Rider Electro Wizard

Shortest cycle

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

10 Zap The Log Guards Ice Wizard

Attack Synergies 3 15

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 The Log Ice Wizard Royal Ghost Bandit
Hog Rider
Zap The Log Guards Bandit Electro Wizard
Guards
Zap Hog Rider The Log Bandit
The Log
Hog Rider Zap Guards Bandit
Ice Wizard
Zap Bandit
Royal Ghost
Zap Bandit Electro Wizard
Bandit
Zap Hog Rider Guards The Log Ice Wizard Royal Ghost Electro Wizard
Electro Wizard
Zap Hog Rider Royal Ghost Bandit

Defense Synergies 1 15

Zap
Electro Wizard Guards The Log Ice Wizard Royal Ghost Bandit
Hog Rider
Guards
Zap The Log Ice Wizard Electro Wizard
The Log
Zap Guards Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard
Zap Guards The Log Bandit
Royal Ghost
Zap The Log Electro Wizard
Bandit
Zap The Log Ice Wizard Electro Wizard
Electro Wizard
Zap Guards The Log Royal Ghost Bandit

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 The Log Electro Wizard
Zap The Log Ice Wizard Bandit Electro Wizard
Ice Wizard Bandit Electro Wizard
Guards Ice Wizard Bandit Electro Wizard
The Log
The Log Zap Guards Ice Wizard Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Ice Wizard
Zap The Log Bandit Electro Wizard
Ice Wizard
Guards Ice Wizard Royal Ghost Bandit Electro Wizard
Guards Ice Wizard Electro Wizard Zap The Log Royal Ghost Bandit
Zap Ice Wizard Electro Wizard
Zap Guards The Log Ice Wizard Bandit Electro Wizard
Zap Guards The Log Royal Ghost Electro Wizard
Bandit Electro Wizard
Zap The Log Bandit Electro Wizard
Electro Wizard
Zap Guards The Log Ice Wizard Royal Ghost Bandit Electro Wizard
Zap The Log Guards Ice Wizard Royal Ghost Bandit Electro Wizard
Electro Wizard
Royal Ghost Guards The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Zap Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap The Log Royal Ghost
Guards Bandit Zap The Log Electro Wizard
Guards Zap The Log Bandit Electro Wizard
Guards Bandit
Zap Ice Wizard Electro Wizard
Guards Ice Wizard Bandit Electro Wizard
Zap Electro Wizard The Log Bandit
Guards
Guards
Zap Guards The Log Electro Wizard
Guards Bandit
Guards Electro Wizard Zap The Log
Zap The Log Ice Wizard Royal Ghost 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 Royal Ghost Bandit
Zap The Log Ice Wizard Royal Ghost Bandit Electro Wizard
The Log Bandit
Guards The Log
Zap The Log
Zap Ice Wizard
The Log
The Log Zap Ice Wizard
The Log Zap Bandit
Guards Electro Wizard
Zap The Log Bandit Electro Wizard
Zap
The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit
Zap The Log Bandit Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Ice Wizard
The Log Zap Ice Wizard Royal Ghost Bandit Electro Wizard
Zap The Log Bandit
Zap The Log Bandit
Zap Ice Wizard Electro Wizard
Zap Electro Wizard Guards
Zap The Log Bandit
Zap Electro Wizard
The Log
Zap Electro Wizard Guards Bandit
Zap Ice Wizard Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
Zap Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Royal Ghost Bandit Electro Wizard

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