My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde 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.

Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant Elite Barbarians Hog Rider

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.

Minion Horde Royal Giant Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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
Minion Horde Royal Giant Elite Barbarians Hog Rider Guards
Giant Snowball
Minion Horde Hog Rider Guards
Zap
Minion Horde Royal Giant Guards
Barbarian Barrel
Elite Barbarians Wizard Guards
The Log
Royal Giant Elite Barbarians Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Minion Horde Guards
Royal Delivery
Minion Horde Elite Barbarians Hog Rider Wizard Guards
Fireball
Minion Horde Elite Barbarians Hog Rider Wizard
Poison
Minion Horde Wizard Guards
Lightning
Elite Barbarians Wizard
Rocket
Minion Horde Elite Barbarians Hog Rider Wizard

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 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.

Guards

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Elite Barbarians

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.

Minion Horde 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.

Great!

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 Hog Rider Minion Horde Wizard Royal Giant Elite Barbarians

Shortest cycle

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

11 Zap The Log Guards Hog Rider

Attack Synergies 3 17

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
Elite Barbarians Hog Rider Minion Horde Royal Giant Guards The Log
Minion Horde
Zap Royal Giant Hog Rider
Royal Giant
Zap Minion Horde Elite Barbarians Hog Rider Wizard Guards The Log
Elite Barbarians
Zap Royal Giant Hog Rider Wizard The Log
Hog Rider
Zap The Log Minion Horde Royal Giant Elite Barbarians Wizard Guards
Wizard
Royal Giant Elite Barbarians Hog Rider
Guards
Zap Royal Giant Hog Rider The Log
The Log
Hog Rider Zap Royal Giant Elite Barbarians Guards

Defense Synergies 0 10

Zap
Minion Horde Elite Barbarians Guards The Log
Minion Horde
Zap The Log
Royal Giant
Elite Barbarians
Zap Wizard The Log
Hog Rider
Wizard
Elite Barbarians Guards The Log
Guards
Zap Wizard The Log
The Log
Zap Minion Horde Elite Barbarians Wizard Guards

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 Minion Horde Wizard The Log
Minion Horde Elite Barbarians Zap The Log
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Guards
Elite Barbarians The Log
The Log Zap Guards
Minion Horde Zap Wizard
Zap The Log
Minion Horde Elite Barbarians
Elite Barbarians Guards Minion Horde
Minion Horde Guards Zap Wizard The Log
Minion Horde Zap Wizard
Minion Horde Zap Elite Barbarians Wizard Guards The Log
Wizard Zap Minion Horde Guards The Log
Elite Barbarians Minion Horde
Minion Horde Zap Elite Barbarians The Log
Minion Horde Wizard Elite Barbarians
Zap Minion Horde Elite Barbarians Wizard Guards The Log
Zap Wizard The Log Guards
Elite Barbarians
Wizard Minion Horde Elite Barbarians Guards The Log

Counters to secondary win conditions

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

Guards Zap Elite Barbarians
Zap Elite Barbarians Wizard The Log
Guards Zap Minion Horde Elite Barbarians The Log
Guards Zap Minion Horde Elite Barbarians The Log
Minion Horde Elite Barbarians Guards
Wizard Zap Minion Horde
Guards Minion Horde Elite Barbarians
Minion Horde Elite Barbarians
Zap Minion Horde Elite Barbarians The Log
Minion Horde Guards
Minion Horde Elite Barbarians Guards
Zap Elite Barbarians Guards The Log
Elite Barbarians Minion Horde Wizard Guards
Wizard Minion Horde
Elite Barbarians Guards Zap Minion Horde The Log
Zap Minion Horde Elite Barbarians Wizard 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.)

Minion Horde Guards The Log
Zap The Log
Minion Horde The Log
Guards The Log
Wizard Zap Minion Horde The Log
Wizard Zap Minion Horde
Minion Horde Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Minion Horde Elite Barbarians Guards
Zap Minion Horde Wizard The Log
Zap Wizard
Elite Barbarians The Log
Minion Horde
Zap Elite Barbarians The Log
Zap Minion Horde Wizard The Log
Minion Horde Wizard The Log
Minion Horde
Zap Wizard The Log
Zap Wizard The Log
Minion Horde The Log
Wizard
The Log
Zap Minion Horde The Log
Zap The Log Wizard
Minion Horde
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Zap Minion Horde Wizard
Zap Minion Horde Wizard Guards
Minion Horde Elite Barbarians
Zap Minion Horde Wizard The Log
Zap Minion Horde
Minion Horde
Wizard The Log
Zap Minion Horde Guards
Zap Wizard
The Log
Minion Horde Wizard
The Log Zap Wizard
Zap
Minion Horde Elite Barbarians
Zap Minion Horde Elite Barbarians Guards The Log
Zap
Zap The Log

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