My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard 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.

Wizard Bowler Electro Wizard Mega Knight

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 Tornado

Punishments

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

Hog Rider Mega Knight

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Bowler Mega Knight

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.

Guards Tornado Bowler Mega Knight

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 Guards Tornado Hog Rider Electro Wizard Wizard Bowler Mega Knight

Shortest cycle

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

12 Zap Guards Tornado Hog Rider

Attack Synergies 4 14

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 Tornado Electro Wizard Guards Bowler Mega Knight
Hog Rider
Zap Wizard Guards Tornado Bowler Electro Wizard Mega Knight
Wizard
Tornado Hog Rider Mega Knight
Guards
Zap Hog Rider
Tornado
Zap Wizard Hog Rider Bowler Mega Knight
Bowler
Zap Hog Rider Tornado Electro Wizard
Electro Wizard
Zap Hog Rider Bowler Mega Knight
Mega Knight
Zap Hog Rider Wizard Tornado Electro Wizard

Defense Synergies 4 11

Zap
Electro Wizard Mega Knight Guards Tornado Bowler
Hog Rider
Wizard
Tornado Guards Electro Wizard Mega Knight
Guards
Zap Wizard Electro Wizard
Tornado
Wizard Bowler Zap Electro Wizard Mega Knight
Bowler
Tornado Zap Electro Wizard
Electro Wizard
Zap Wizard Guards Tornado Bowler Mega Knight
Mega Knight
Zap Wizard Tornado Electro Wizard

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.

Bowler Zap Wizard Electro Wizard
Zap Electro Wizard Mega Knight
Tornado Bowler Mega Knight Electro Wizard
Guards Bowler Electro Wizard Mega Knight
Tornado Bowler Mega Knight
Tornado Bowler Zap Guards Electro Wizard Mega Knight
Tornado Electro Wizard Zap Wizard
Bowler Zap Electro Wizard Mega Knight
Tornado
Guards Tornado Bowler Electro Wizard Mega Knight
Guards Electro Wizard Zap Wizard Tornado Bowler Mega Knight
Zap Wizard Tornado Electro Wizard
Bowler Mega Knight Zap Wizard Guards Electro Wizard
Wizard Bowler Mega Knight Zap Guards Tornado Electro Wizard
Electro Wizard Mega Knight
Tornado Zap Bowler Electro Wizard Mega Knight
Wizard Mega Knight Tornado Bowler Electro Wizard
Mega Knight Zap Wizard Guards Tornado Bowler Electro Wizard
Zap Wizard Tornado Guards Bowler Electro Wizard Mega Knight
Tornado Electro Wizard
Wizard Bowler Mega Knight Guards Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Zap Bowler Electro Wizard
Electro Wizard Zap Wizard Bowler Mega Knight
Guards Mega Knight Zap Bowler Electro Wizard
Guards Bowler Mega Knight Zap Tornado Electro Wizard
Guards Bowler Mega Knight
Wizard Zap Tornado Electro Wizard
Guards Bowler Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Tornado
Guards
Mega Knight Guards Bowler
Mega Knight Zap Guards Tornado Bowler Electro Wizard
Bowler Mega Knight Wizard Guards
Wizard Bowler Mega Knight
Guards Electro Wizard Zap Tornado Bowler
Bowler Mega Knight Zap Wizard Electro Wizard
Zap 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
Zap Tornado Bowler Electro Wizard
Guards
Wizard Zap Bowler Mega Knight
Wizard Zap Tornado
Wizard Tornado Bowler
Zap Wizard Tornado Bowler
Zap Wizard Tornado
Guards Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler Electro Wizard
Zap Wizard Tornado
Bowler
Zap
Zap Wizard Bowler
Wizard Bowler Mega Knight
Tornado
Zap Wizard Bowler Electro Wizard Mega Knight
Zap Wizard Tornado Bowler Mega Knight
Bowler Mega Knight
Wizard Tornado
Tornado Bowler
Zap
Zap Tornado Wizard Bowler Mega Knight
Zap Wizard Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler Mega Knight
Zap Tornado
Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Wizard Guards
Bowler
Zap Wizard Mega Knight
Zap Electro Wizard
Mega Knight
Wizard Bowler
Zap Electro Wizard Guards
Zap Wizard Tornado Electro Wizard
Wizard Bowler Electro Wizard Mega Knight
Zap Wizard Bowler
Zap Tornado
Mega Knight
Zap Guards Tornado Bowler Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Bowler Electro Wizard Mega Knight
Wizard Bowler Mega Knight

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