My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman

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 Night Witch

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 Night Witch

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

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

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 Skeleton Army Night Witch
Giant Snowball
Hog Rider Furnace Skeleton Army Night Witch
Zap
Furnace Skeleton Army Night Witch
Barbarian Barrel
Furnace Wizard Skeleton Army Electro Wizard Night Witch
The Log
Hog Rider Furnace Skeleton Army
Earthquake
Hog Rider Furnace Skeleton Army
Arrows
Furnace Skeleton Army Night Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Electro Wizard Night Witch
Fireball
Hog Rider Furnace Wizard Skeleton Army Electro Wizard Night Witch
Poison
Furnace Wizard Skeleton Army Electro Wizard Night Witch
Lightning
Furnace Wizard Electro Wizard Night Witch
Rocket
Hog Rider Furnace Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace Wizard The Log

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.

Skeleton Army Night Witch

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Skeleton Army Hog Rider Furnace Electro Wizard Night Witch Wizard

Shortest cycle

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

11 Zap The Log Skeleton Army Hog Rider

Attack Synergies 3 6

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 Furnace The Log Night Witch
Hog Rider
Zap The Log Furnace Wizard Electro Wizard
Furnace
Zap Hog Rider
Wizard
Hog Rider
Skeleton Army
The Log
Hog Rider Zap
Electro Wizard
Zap Hog Rider
Night Witch
Zap

Defense Synergies 1 14

Zap
Electro Wizard Furnace Skeleton Army The Log Night Witch
Hog Rider
Furnace
Zap Skeleton Army Electro Wizard
Wizard
Skeleton Army The Log Electro Wizard
Skeleton Army
Zap Furnace Wizard The Log Electro Wizard
The Log
Zap Wizard Skeleton Army Electro Wizard Night Witch
Electro Wizard
Zap Furnace Wizard Skeleton Army The Log Night Witch
Night Witch
Zap The Log 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 The Log Electro Wizard
Skeleton Army Zap Furnace The Log Electro Wizard Night Witch
Furnace Skeleton Army Electro Wizard Night Witch
Skeleton Army Night Witch Furnace Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Zap Furnace Electro Wizard Night Witch
Furnace Electro Wizard Zap Wizard Night Witch
Zap The Log Electro Wizard
Furnace Skeleton Army Night Witch
Skeleton Army Electro Wizard Night Witch
Skeleton Army Electro Wizard Zap Furnace Wizard The Log Night Witch
Zap Furnace Wizard Electro Wizard Night Witch
Furnace Skeleton Army Night Witch Zap Wizard The Log Electro Wizard
Wizard Skeleton Army Zap Furnace The Log Electro Wizard Night Witch
Skeleton Army Furnace Electro Wizard
Skeleton Army Zap Furnace The Log Electro Wizard
Wizard Furnace Skeleton Army Electro Wizard Night Witch
Zap Furnace Wizard Skeleton Army The Log Electro Wizard Night Witch
Zap Furnace Wizard The Log Electro Wizard
Electro Wizard
Wizard Skeleton Army Furnace The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Skeleton Army Zap Furnace Electro Wizard
Electro Wizard Zap Wizard The Log
Skeleton Army Zap Furnace The Log Electro Wizard
Skeleton Army Zap The Log Electro Wizard Night Witch
Skeleton Army Night Witch
Furnace Wizard Zap Electro Wizard
Skeleton Army Furnace Electro Wizard Night Witch
Skeleton Army
Zap Electro Wizard Skeleton Army The Log
Skeleton Army
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Wizard Night Witch
Wizard Furnace Skeleton Army
Skeleton Army Electro Wizard Zap Furnace The Log Night Witch
Zap Wizard The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Wizard Zap Furnace The Log
Wizard Zap Furnace
Furnace Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard Night Witch
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap Furnace The Log
Zap Furnace Wizard The Log
Furnace Wizard The Log
Night Witch
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
The Log Night Witch
Wizard
The Log
Zap The Log
Zap The Log Furnace Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Furnace Wizard Electro Wizard Night Witch
Zap Electro Wizard Wizard
Night Witch
Zap Wizard The Log Night Witch
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Skeleton Army Night Witch
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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