My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Mega Knight

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.

Wizard Electro Wizard Night Witch

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.

Giant Wizard Electro Wizard Night Witch Sparky

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

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 Sparky

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.

Night Witch Sparky

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Hog Rider Electro Wizard Night Witch Giant Wizard Sparky

Shortest cycle

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

12 Zap The Log Hog Rider Electro Wizard

Attack Synergies 7 11

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 Giant Electro Wizard Sparky The Log Night Witch
Hog Rider
Zap The Log Giant Wizard Electro Wizard
Giant
Zap Night Witch Sparky Hog Rider Wizard The Log Electro Wizard
Wizard
Hog Rider Giant Sparky
The Log
Hog Rider Zap Giant Sparky
Electro Wizard
Zap Hog Rider Giant Sparky
Night Witch
Giant Zap
Sparky
Zap Giant Wizard The Log Electro Wizard

Defense Synergies 1 9

Zap
Electro Wizard The Log Night Witch Sparky
Hog Rider
Giant
Wizard
The Log Electro Wizard
The Log
Zap Wizard Electro Wizard Night Witch Sparky
Electro Wizard
Zap Wizard The Log Night Witch
Night Witch
Zap The Log Electro Wizard
Sparky
Zap 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 Wizard The Log Electro Wizard Sparky
Sparky Zap The Log Electro Wizard Night Witch
Sparky Electro Wizard Night Witch
Night Witch Sparky Electro Wizard
The Log Sparky
The Log Zap Electro Wizard Night Witch
Electro Wizard Zap Wizard Night Witch
Zap The Log Electro Wizard Sparky
Sparky Night Witch
Electro Wizard Night Witch Sparky
Electro Wizard Zap Wizard The Log Night Witch
Zap Wizard Electro Wizard Night Witch
Night Witch Sparky Zap Wizard The Log Electro Wizard
Wizard Sparky Zap The Log Electro Wizard Night Witch
Sparky Electro Wizard
Zap The Log Electro Wizard Sparky
Wizard Sparky Electro Wizard Night Witch
Zap Wizard The Log Electro Wizard Night Witch
Zap Wizard The Log Electro Wizard
Sparky Electro Wizard
Wizard The Log Electro Wizard Night Witch Sparky

Counters to secondary win conditions

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

Zap Electro Wizard Sparky
Electro Wizard Zap Wizard The Log
Zap The Log Electro Wizard Sparky
Zap The Log Electro Wizard Night Witch Sparky
Night Witch Sparky
Wizard Zap Electro Wizard
Sparky Electro Wizard Night Witch
Sparky
Zap Electro Wizard The Log Sparky
Sparky
Sparky
Zap The Log Electro Wizard
Wizard Night Witch Sparky
Wizard Sparky
Electro Wizard Sparky Zap The Log Night Witch
Zap Wizard The Log Electro Wizard Sparky

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 Sparky
Zap The Log Electro Wizard
The Log Sparky
The Log Sparky
Wizard Zap The Log Sparky
Wizard Zap
Wizard The Log Sparky
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard Night Witch Sparky
Zap Wizard The Log Electro Wizard Sparky
Zap Wizard
The Log Sparky
Zap The Log Sparky
Zap Wizard The Log Sparky
Wizard The Log Sparky
Sparky
Night Witch Sparky
Zap Wizard The Log Electro Wizard Sparky
Zap Wizard The Log
The Log Night Witch Sparky
Wizard
The Log Sparky
Zap The Log
Zap The Log Wizard Sparky
The Log Zap Wizard Electro Wizard Sparky
Zap Wizard The Log Sparky
Zap The Log Sparky
Zap Wizard Electro Wizard Night Witch Sparky
Zap Electro Wizard Wizard
Night Witch Sparky
Zap Wizard The Log Night Witch Sparky
Zap Electro Wizard Sparky
Sparky
Wizard The Log Sparky
Zap Electro Wizard Night Witch
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Sparky
The Log Zap Wizard
Zap Sparky
Sparky
Zap The Log Electro Wizard Sparky
Zap Electro Wizard
Zap The Log Electro Wizard Sparky

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