My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Cannon

Investments

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

Bowler Ice Wizard 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.

Arrows The Log

Punishments

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

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.

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.

Hog Rider 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
Giant Snowball
Cannon Barbarians Hog Rider
Zap
Cannon
Barbarian Barrel
Cannon Barbarians Ice Wizard Electro Wizard
The Log
Cannon Barbarians Hog Rider
Earthquake
Cannon Barbarians Hog Rider
Arrows
Royal Delivery
Barbarians Hog Rider Bowler Ice Wizard Electro Wizard
Fireball
Cannon Barbarians Hog Rider Bowler Ice Wizard Electro Wizard
Poison
Cannon Barbarians Ice Wizard Electro Wizard
Lightning
Cannon Bowler Ice Wizard Electro Wizard
Rocket
Barbarians Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bowler The Log Ice Wizard

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.

Arrows Bowler Ice Wizard

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Cannon Ice Wizard Hog Rider Electro Wizard Barbarians Bowler

Shortest cycle

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

11 The Log Arrows Cannon Ice Wizard

Attack Synergies 2 7

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.

Arrows
Hog Rider Bowler
Cannon
Barbarians
Hog Rider
Hog Rider
Arrows The Log Barbarians Bowler Electro Wizard
Bowler
Arrows Hog Rider The Log Ice Wizard Electro Wizard
The Log
Hog Rider Bowler
Ice Wizard
Bowler
Electro Wizard
Hog Rider Bowler

Defense Synergies 2 11

Arrows
Cannon Barbarians Bowler Ice Wizard
Cannon
The Log Arrows Bowler Ice Wizard Electro Wizard
Barbarians
Arrows
Hog Rider
Bowler
The Log Arrows Cannon Ice Wizard Electro Wizard
The Log
Cannon Bowler Ice Wizard Electro Wizard
Ice Wizard
Arrows Cannon Bowler The Log
Electro Wizard
Cannon Bowler The Log

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.

Bowler Cannon The Log Electro Wizard
Barbarians Cannon The Log Ice Wizard Electro Wizard
Cannon Barbarians Bowler Ice Wizard Electro Wizard
Cannon Barbarians Bowler Ice Wizard Electro Wizard
Arrows Barbarians Bowler The Log
Arrows Bowler The Log Cannon Ice Wizard Electro Wizard
Electro Wizard Arrows Cannon Ice Wizard
Bowler Arrows Cannon Barbarians The Log Electro Wizard
Cannon Barbarians Ice Wizard
Cannon Barbarians Bowler Ice Wizard Electro Wizard
Barbarians Ice Wizard Electro Wizard Arrows Cannon Bowler The Log
Arrows Ice Wizard Electro Wizard
Cannon Barbarians Bowler The Log Ice Wizard Electro Wizard
Bowler Arrows Cannon Barbarians The Log Electro Wizard
Barbarians Cannon Electro Wizard
Barbarians Cannon Bowler The Log Electro Wizard
Barbarians Arrows Cannon Bowler Electro Wizard
Arrows Cannon Barbarians Bowler The Log Ice Wizard Electro Wizard
Arrows The Log Cannon Barbarians Bowler Ice Wizard Electro Wizard
Barbarians Cannon Electro Wizard
Bowler Arrows Cannon Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Bowler Electro Wizard
Electro Wizard Arrows Bowler The Log
Barbarians Bowler The Log Electro Wizard
Bowler Barbarians The Log Electro Wizard
Barbarians Cannon Bowler
Arrows Ice Wizard Electro Wizard
Barbarians Bowler Ice Wizard Electro Wizard
Barbarians
Electro Wizard Barbarians The Log
Cannon Barbarians
Barbarians Bowler
Arrows Barbarians Bowler The Log Electro Wizard
Barbarians Bowler Cannon
Cannon Barbarians Bowler
Barbarians Electro Wizard Bowler The Log
Arrows Bowler Cannon Barbarians The Log Ice 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 The Log
Arrows Bowler The Log Ice Wizard Electro Wizard
Arrows The Log
Arrows Barbarians The Log
Arrows Bowler The Log
Arrows Ice Wizard
Arrows Bowler The Log
Arrows The Log Bowler Ice Wizard
Arrows The Log
Bowler Electro Wizard
Arrows Bowler The Log Electro Wizard
Arrows
Bowler The Log
Arrows
Arrows The Log
Arrows Bowler The Log
Arrows Bowler The Log
Arrows
Arrows Bowler The Log Electro Wizard
Arrows Bowler The Log
Bowler The Log
Arrows
Bowler The Log
Arrows Barbarians The Log
Arrows The Log Bowler Ice Wizard
Arrows The Log Bowler Ice Wizard Electro Wizard
Arrows Bowler The Log
Arrows The Log
Arrows Ice Wizard Electro Wizard
Electro Wizard
Bowler
Arrows The Log
Arrows Electro Wizard
Arrows Bowler The Log
Electro Wizard Barbarians
Arrows Ice Wizard Electro Wizard
Arrows The Log
Bowler Electro Wizard
Arrows The Log Bowler
Arrows
Bowler The Log Electro Wizard
Electro Wizard
Bowler The Log Electro Wizard

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