My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Witch 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.

Mega Minion Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

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 Giant

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 Giant

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 Guards
Giant Snowball
Mega Minion Hog Rider Guards Witch
Zap
Guards Witch
Barbarian Barrel
Guards Witch Electro Wizard
The Log
Hog Rider Guards Witch
Earthquake
Hog Rider Guards Witch
Arrows
Guards Witch
Royal Delivery
Mega Minion Hog Rider Guards Witch Electro Wizard
Fireball
Mega Minion Hog Rider Witch Electro Wizard
Poison
Mega Minion Guards Witch Electro Wizard
Lightning
Mega Minion Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mega Minion Guards

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.

Witch 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 Mega Minion Guards Hog Rider Electro Wizard Giant Witch

Shortest cycle

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

10 Zap The Log Mega Minion Guards

Attack Synergies 6 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
Mega Minion Hog Rider Giant Electro Wizard Guards Witch The Log
Mega Minion
Zap Giant
Hog Rider
Zap The Log Giant Guards Witch Electro Wizard
Giant
Zap Mega Minion Hog Rider Guards Witch The Log Electro Wizard
Guards
Zap Hog Rider Giant The Log
Witch
Zap Hog Rider Giant
The Log
Hog Rider Zap Giant Guards
Electro Wizard
Zap Hog Rider Giant

Defense Synergies 2 13

Zap
Mega Minion Electro Wizard Guards Witch The Log
Mega Minion
Zap Guards Witch The Log Electro Wizard
Hog Rider
Giant
Guards
Zap Mega Minion Witch The Log Electro Wizard
Witch
Zap Mega Minion Guards The Log Electro Wizard
The Log
Zap Mega Minion Guards Witch Electro Wizard
Electro Wizard
Zap Mega Minion Guards Witch 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.

Zap Mega Minion The Log Electro Wizard
Zap Mega Minion Witch The Log Electro Wizard
Witch Mega Minion Electro Wizard
Witch Mega Minion Guards Electro Wizard
The Log
The Log Zap Mega Minion Guards Electro Wizard
Mega Minion Electro Wizard Zap Witch
Zap The Log Electro Wizard
Witch
Guards Electro Wizard
Guards Witch Electro Wizard Zap Mega Minion The Log
Mega Minion Zap Witch Electro Wizard
Zap Guards Witch The Log Electro Wizard
Zap Mega Minion Guards Witch The Log Electro Wizard
Electro Wizard
Zap The Log Electro Wizard
Witch Electro Wizard
Zap Mega Minion Guards Witch The Log Electro Wizard
Zap Witch The Log Mega Minion Guards Electro Wizard
Electro Wizard
Guards Witch The Log Electro Wizard

Counters to secondary win conditions

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

Guards Zap Witch Electro Wizard
Electro Wizard Zap Mega Minion The Log
Guards Zap Witch The Log Electro Wizard
Guards Zap The Log Electro Wizard
Guards Witch
Zap Witch Electro Wizard
Guards Mega Minion Witch Electro Wizard
Zap Electro Wizard Mega Minion Witch The Log
Witch Mega Minion Guards
Mega Minion Guards Witch
Zap Guards The Log Electro Wizard
Guards Witch
Witch
Guards Witch Electro Wizard Zap Mega Minion The Log
Zap Mega Minion Witch 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards The Log
Zap The Log
Zap Mega Minion Witch
Witch The Log
The Log Zap
The Log Zap
Guards Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap Witch The Log
The Log
Zap Mega Minion The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Witch
Mega Minion Witch
The Log Zap Witch Electro Wizard
Zap Witch The Log
Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Mega Minion Guards Witch
Mega Minion
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Guards Witch
Zap Mega Minion Witch Electro Wizard
The Log
Mega Minion Electro Wizard
The Log Zap
Zap
Mega Minion
Zap Guards Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

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