My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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.

Furnace Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Furnace Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Arrows

Punishments

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

Royal Hogs Mega Knight

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.

Royal Hogs Mega Knight

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.

Royal Hogs 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
Royal Hogs Guards
Giant Snowball
Furnace Royal Hogs Guards
Zap
Furnace Royal Hogs Guards
Barbarian Barrel
Furnace Wizard Royal Hogs Guards Electro Wizard
The Log
Furnace Royal Hogs Guards
Earthquake
Furnace Royal Hogs Guards
Arrows
Furnace Royal Hogs Guards
Royal Delivery
Wizard Royal Hogs Guards Electro Wizard
Fireball
Furnace Wizard Royal Hogs Electro Wizard
Poison
Furnace Wizard Royal Hogs Guards Electro Wizard
Lightning
Furnace Wizard Electro Wizard
Rocket
Furnace Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Furnace Wizard Mega Knight

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.

Arrows Guards Mega Knight

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.

Furnace 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Furnace Electro Wizard Wizard Royal Hogs Mega Knight

Shortest cycle

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

12 Zap Arrows Guards Furnace

Attack Synergies 3 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.

Zap
Arrows Electro Wizard Furnace Royal Hogs Guards Mega Knight
Arrows
Zap Royal Hogs Mega Knight
Furnace
Zap Royal Hogs
Wizard
Royal Hogs Mega Knight
Royal Hogs
Arrows Zap Furnace Wizard Guards Electro Wizard Mega Knight
Guards
Zap Royal Hogs
Electro Wizard
Zap Royal Hogs Mega Knight
Mega Knight
Zap Arrows Wizard Royal Hogs Electro Wizard

Defense Synergies 3 11

Zap
Electro Wizard Mega Knight Arrows Furnace Guards
Arrows
Mega Knight Zap Furnace
Furnace
Zap Arrows Guards Electro Wizard
Wizard
Guards Electro Wizard Mega Knight
Royal Hogs
Guards
Zap Furnace Wizard Electro Wizard
Electro Wizard
Zap Furnace Wizard Guards Mega Knight
Mega Knight
Zap Arrows Wizard 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
Zap Furnace Electro Wizard Mega Knight
Furnace Mega Knight Electro Wizard
Furnace Guards Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Zap Furnace Guards Electro Wizard Mega Knight
Furnace Electro Wizard Zap Arrows Wizard
Zap Arrows Electro Wizard Mega Knight
Furnace
Guards Electro Wizard Mega Knight
Guards Electro Wizard Zap Arrows Furnace Wizard Mega Knight
Arrows Zap Furnace Wizard Electro Wizard
Furnace Mega Knight Zap Wizard Guards Electro Wizard
Wizard Mega Knight Zap Arrows Furnace Guards Electro Wizard
Furnace Electro Wizard Mega Knight
Zap Furnace Electro Wizard Mega Knight
Wizard Mega Knight Arrows Furnace Electro Wizard
Arrows Mega Knight Zap Furnace Wizard Guards Electro Wizard
Zap Arrows Furnace Wizard Guards Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Arrows Furnace Guards Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Zap Furnace Electro Wizard
Electro Wizard Zap Arrows Wizard Mega Knight
Guards Mega Knight Zap Furnace Electro Wizard
Guards Mega Knight Zap Electro Wizard
Guards Mega Knight
Arrows Furnace Wizard Zap Electro Wizard
Guards Furnace Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight
Guards
Mega Knight Guards
Mega Knight Zap Arrows Guards Electro Wizard
Mega Knight Wizard Guards
Wizard Furnace Mega Knight
Guards Electro Wizard Zap Furnace
Arrows Mega Knight Zap Wizard 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.)

Arrows Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards
Wizard Zap Arrows Furnace Mega Knight
Arrows Wizard Zap Furnace
Arrows Furnace Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Guards Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows
Zap Arrows Furnace
Zap Arrows Furnace Wizard
Arrows Furnace Wizard Mega Knight
Arrows
Zap Arrows Wizard Electro Wizard Mega Knight
Zap Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Furnace Wizard Mega Knight
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard Mega Knight
Zap Arrows
Zap Arrows Furnace Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Arrows Wizard Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows Wizard
Zap Electro Wizard Guards
Zap Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows
Mega Knight
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: