My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Ram Rider

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.

Archers Minions 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.

Archers 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.

Zap Freeze The Log

Punishments

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

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.

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 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
Archers Minions Elite Barbarians Hog Rider
Giant Snowball
Archers Minions Hog Rider
Zap
Archers Minions
Barbarian Barrel
Archers Elite Barbarians Electro Wizard
The Log
Archers Elite Barbarians Hog Rider
Earthquake
Archers Hog Rider
Arrows
Archers Minions
Royal Delivery
Archers Minions Elite Barbarians Hog Rider Electro Wizard
Fireball
Archers Minions Elite Barbarians Hog Rider Electro Wizard
Poison
Archers Minions Electro Wizard
Lightning
Elite Barbarians Electro Wizard
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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.

Freeze

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.

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Archers Minions Hog Rider Freeze Electro Wizard Elite Barbarians

Shortest cycle

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

10 Zap The Log Archers Minions

Attack Synergies 6 10

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 Electro Wizard Archers Minions Freeze The Log
Archers
Zap Elite Barbarians Hog Rider
Minions
Hog Rider Zap Elite Barbarians
Elite Barbarians
Zap Archers Minions Hog Rider The Log
Hog Rider
Zap Minions Freeze The Log Archers Elite Barbarians Electro Wizard
Freeze
Hog Rider Zap
The Log
Hog Rider Zap Elite Barbarians
Electro Wizard
Zap Hog Rider

Defense Synergies 1 13

Zap
Electro Wizard Archers Minions Elite Barbarians The Log
Archers
Zap Minions The Log Electro Wizard
Minions
Zap Archers Freeze The Log Electro Wizard
Elite Barbarians
Zap The Log
Hog Rider
Freeze
Minions Electro Wizard
The Log
Zap Archers Minions Elite Barbarians Electro Wizard
Electro Wizard
Zap Archers Minions Freeze 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 Minions The Log Electro Wizard
Elite Barbarians Zap Minions The Log Electro Wizard
Archers Minions Elite Barbarians Freeze Electro Wizard
Elite Barbarians Minions Electro Wizard
Elite Barbarians The Log
Freeze The Log Zap Archers Minions Electro Wizard
Minions Electro Wizard Zap Archers Freeze
Zap The Log Electro Wizard
Minions Elite Barbarians
Elite Barbarians Archers Electro Wizard
Archers Minions Electro Wizard Zap Freeze The Log
Minions Zap Archers Electro Wizard
Zap Minions Elite Barbarians Freeze The Log Electro Wizard
Zap Minions Freeze The Log Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Freeze The Log Electro Wizard
Minions Elite Barbarians Electro Wizard
Zap Archers Minions Elite Barbarians The Log Electro Wizard
Zap Freeze The Log Archers Minions Electro Wizard
Elite Barbarians Electro Wizard
Archers Minions Elite Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Zap Archers Elite Barbarians Electro Wizard
Electro Wizard Zap Archers Elite Barbarians The Log
Zap Minions Elite Barbarians The Log Electro Wizard
Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians
Zap Archers Minions Freeze Electro Wizard
Archers Minions Elite Barbarians Electro Wizard
Elite Barbarians
Zap Freeze Electro Wizard Minions Elite Barbarians The Log
Minions Elite Barbarians
Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians
Archers
Elite Barbarians Electro Wizard Zap Archers Minions Freeze The Log
Minions Zap Archers Elite Barbarians Freeze 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.)

Freeze The Log
Zap The Log Electro Wizard
The Log
Freeze The Log
Zap The Log
Zap Minions Freeze
Archers The Log
The Log Zap Freeze
The Log Zap
Minions Elite Barbarians Electro Wizard
Zap The Log Electro Wizard
Zap Archers
Elite Barbarians The Log
Minions Freeze
Zap Elite Barbarians The Log
Zap The Log
The Log
Freeze
Minions
Zap Archers The Log Electro Wizard
Zap The Log
Minions The Log
The Log
Zap The Log
Zap Freeze The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Elite Barbarians Zap Archers Electro Wizard
Zap Electro Wizard Minions Freeze
Elite Barbarians
Zap The Log
Zap Freeze Electro Wizard
The Log
Zap Electro Wizard Archers Minions Freeze
Zap Archers Electro Wizard
Freeze
The Log
Electro Wizard
The Log Zap
Zap
Elite Barbarians
Zap Minions Elite Barbarians Freeze The Log Electro Wizard
Zap Electro Wizard
Zap Freeze The Log Electro Wizard

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