My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Witch Phoenix Ram Rider

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.

Wizard Witch Balloon Phoenix Ram Rider

Offensive cards

Win conditions

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

Balloon Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

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

Balloon Ram 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.

Balloon Phoenix Ram 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.

Balloon Ram Rider

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
Guards Skeleton Army Balloon Phoenix Ram Rider
Giant Snowball
Guards Skeleton Army Witch Balloon Ram Rider
Zap
Guards Skeleton Army Witch Balloon Ram Rider
Barbarian Barrel
Wizard Guards Skeleton Army Witch
The Log
Guards Skeleton Army Witch Ram Rider
Earthquake
Guards Skeleton Army Witch
Arrows
Guards Skeleton Army Witch
Royal Delivery
Wizard Guards Skeleton Army Witch Balloon Ram Rider
Fireball
Wizard Skeleton Army Witch Balloon Ram Rider
Poison
Wizard Guards Skeleton Army Witch Balloon Phoenix
Lightning
Wizard Witch Balloon Phoenix Ram Rider
Rocket
Wizard Witch Balloon Phoenix Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Guards Skeleton Army

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.

Wizard Witch

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.

The Log Guards Skeleton Army Phoenix Wizard Witch Balloon Ram Rider

Shortest cycle

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

12 The Log Guards Skeleton Army Phoenix

Attack Synergies 0 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.

Wizard
Balloon Ram Rider
Guards
The Log Ram Rider
Skeleton Army
Witch
Ram Rider
Balloon
Wizard The Log
The Log
Guards Balloon Ram Rider
Phoenix
Ram Rider
Wizard Guards Witch The Log

Defense Synergies 0 9

Wizard
Guards Skeleton Army The Log
Guards
Wizard Skeleton Army Witch The Log
Skeleton Army
Wizard Guards The Log
Witch
Guards The Log
Balloon
The Log
Wizard Guards Skeleton Army Witch Ram Rider
Phoenix
Ram Rider
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.

Wizard The Log Ram Rider
Skeleton Army Witch The Log Phoenix Ram Rider
Skeleton Army Witch Ram Rider
Skeleton Army Witch Guards Phoenix Ram Rider
Skeleton Army The Log
Skeleton Army The Log Guards
Ram Rider Wizard Witch Phoenix
The Log Phoenix Ram Rider
Witch Skeleton Army Phoenix
Guards Skeleton Army Phoenix
Guards Skeleton Army Witch Wizard The Log Ram Rider
Wizard Witch Phoenix Ram Rider
Skeleton Army Wizard Guards Witch The Log Ram Rider
Wizard Skeleton Army Guards Witch The Log
Skeleton Army Phoenix Ram Rider
Skeleton Army The Log Ram Rider
Wizard Skeleton Army Witch
Wizard Guards Skeleton Army Witch The Log Ram Rider
Wizard Witch The Log Guards Ram Rider
Phoenix Ram Rider
Wizard Skeleton Army Guards Witch The Log

Counters to secondary win conditions

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

Guards Skeleton Army Witch
Wizard The Log Phoenix
Guards Skeleton Army Witch The Log Ram Rider
Guards Skeleton Army The Log Phoenix Ram Rider
Guards Skeleton Army Witch Phoenix Ram Rider
Wizard Witch Ram Rider
Guards Skeleton Army Witch Phoenix Ram Rider
Skeleton Army Phoenix
Skeleton Army Witch The Log Phoenix
Witch Guards Skeleton Army Phoenix
Guards Witch Phoenix
Skeleton Army Guards The Log Phoenix
Skeleton Army Wizard Guards Witch Ram Rider
Wizard Skeleton Army Witch
Guards Skeleton Army Witch Phoenix The Log
Wizard Witch The Log Phoenix

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
The Log Ram Rider
The Log
Guards The Log
Wizard The Log
Wizard Witch Ram Rider
Wizard Witch The Log
The Log Wizard Ram Rider
The Log Wizard Ram Rider
Guards
Wizard The Log Ram Rider
Wizard
The Log
The Log
Wizard Witch The Log
Wizard The Log
Wizard The Log
Wizard Witch The Log
The Log
Wizard
The Log
The Log
The Log Wizard Witch
Witch
The Log Wizard Witch Ram Rider
Wizard Witch The Log Ram Rider
The Log
Wizard Witch
Wizard Guards Witch
Wizard The Log
Wizard The Log
Guards Skeleton Army Witch
Wizard Witch Ram Rider
The Log
Wizard
The Log Wizard
Guards Witch The Log
Witch
Witch The Log
Wizard

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