My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage Wizard Electro Dragon

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.

Rage 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 Dragon

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
Minions Hog Rider Guards
Giant Snowball
Minions Hog Rider Guards Electro Dragon
Zap
Minions Guards
Barbarian Barrel
Goblin Cage Wizard Guards
The Log
Goblin Cage Hog Rider Guards
Earthquake
Goblin Cage Hog Rider Guards
Arrows
Minions Guards
Royal Delivery
Minions Goblin Cage Hog Rider Wizard Guards Electro Dragon
Fireball
Minions Goblin Cage Hog Rider Wizard Electro Dragon
Poison
Minions Goblin Cage Wizard Guards Electro Dragon
Lightning
Goblin Cage Wizard Electro Dragon
Rocket
Hog Rider Wizard Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon 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.

Rage 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.

Minions 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.

Rage The Log Minions Guards Goblin Cage Hog Rider Wizard Electro Dragon

Shortest cycle

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

10 Rage The Log Minions Guards

Attack Synergies 4 8

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.

Minions
Hog Rider Rage Goblin Cage
Goblin Cage
Minions Hog Rider The Log
Hog Rider
Minions Rage The Log Goblin Cage Wizard Guards
Wizard
Hog Rider Rage
Rage
Minions Hog Rider Wizard Electro Dragon
Guards
Hog Rider The Log
Electro Dragon
Rage
The Log
Hog Rider Goblin Cage Guards

Defense Synergies 0 11

Minions
Goblin Cage The Log
Goblin Cage
Minions Wizard Guards Electro Dragon The Log
Hog Rider
Wizard
Goblin Cage Guards The Log
Rage
Guards
Goblin Cage Wizard Electro Dragon The Log
Electro Dragon
Goblin Cage Guards The Log
The Log
Minions Goblin Cage Wizard Guards Electro Dragon

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.

Minions Goblin Cage Wizard Electro Dragon The Log
Minions Goblin Cage Electro Dragon The Log
Goblin Cage Minions Electro Dragon
Goblin Cage Minions Guards Electro Dragon
Goblin Cage The Log
The Log Minions Guards Electro Dragon
Minions Goblin Cage Wizard Electro Dragon
Goblin Cage Electro Dragon The Log
Minions Goblin Cage
Guards
Minions Guards Wizard Electro Dragon The Log
Minions Wizard Electro Dragon
Goblin Cage Minions Wizard Guards Electro Dragon The Log
Wizard Minions Goblin Cage Guards Electro Dragon The Log
Goblin Cage
Goblin Cage The Log
Wizard Minions Goblin Cage Electro Dragon
Goblin Cage Minions Wizard Guards Electro Dragon The Log
Goblin Cage Wizard The Log Minions Guards Electro Dragon
Goblin Cage
Wizard Minions Guards Electro Dragon The Log

Counters to secondary win conditions

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

Guards Goblin Cage
Wizard Electro Dragon The Log
Guards Minions Goblin Cage Electro Dragon The Log
Guards Goblin Cage The Log
Goblin Cage Guards
Wizard Minions Electro Dragon
Guards Minions Goblin Cage
Goblin Cage
Goblin Cage Electro Dragon Minions The Log
Goblin Cage Guards
Minions Goblin Cage Guards Electro Dragon
Goblin Cage Guards The Log
Goblin Cage Wizard Guards
Wizard Goblin Cage Electro Dragon
Guards Electro Dragon Minions Goblin Cage The Log
Minions Goblin Cage Wizard Electro Dragon The Log
Goblin Cage

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 Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
Guards The Log
Wizard The Log
Wizard Minions Electro Dragon
Wizard The Log
The Log Wizard Electro Dragon
The Log Wizard Electro Dragon
Minions Guards Electro Dragon
Wizard Electro Dragon The Log
Wizard Electro Dragon
The Log
Minions Electro Dragon
The Log
Wizard Electro Dragon The Log
Wizard Electro Dragon The Log
Minions
Wizard Electro Dragon The Log
Wizard Electro Dragon The Log
Minions The Log
Wizard
The Log
Electro Dragon The Log
The Log Wizard Electro Dragon
The Log Wizard Electro Dragon
Wizard Electro Dragon The Log
The Log
Wizard Electro Dragon
Electro Dragon Minions Wizard Guards
Wizard Electro Dragon The Log
Electro Dragon
Wizard The Log
Minions Guards Electro Dragon
Wizard Electro Dragon
The Log
Wizard Electro Dragon
The Log Wizard Electro Dragon
Electro Dragon
Electro Dragon Minions Guards The Log
Electro Dragon
Electro Dragon The Log
Wizard Electro Dragon

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