My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde 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 Mega Knight

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

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 Royal Hogs 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.

Minion Horde Hog Rider Royal Hogs 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 Royal Hogs

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
Minion Horde Hog Rider Royal Hogs Skeleton Army
Giant Snowball
Minion Horde Hog Rider Royal Hogs Skeleton Army
Zap
Minion Horde Royal Hogs Skeleton Army
Barbarian Barrel
Wizard Royal Hogs Skeleton Army
The Log
Hog Rider Royal Hogs Skeleton Army
Earthquake
Hog Rider Royal Hogs Skeleton Army
Arrows
Minion Horde Royal Hogs Skeleton Army
Royal Delivery
Minion Horde Hog Rider Wizard Royal Hogs Skeleton Army
Fireball
Minion Horde Hog Rider Wizard Royal Hogs Skeleton Army
Poison
Minion Horde Wizard Royal Hogs Skeleton Army
Lightning
Wizard
Rocket
Minion Horde Hog Rider Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Mega Knight

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.

Rage Skeleton Army Mega Knight

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.

Minion Horde 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 Skeleton Army Hog Rider Minion Horde Wizard Royal Hogs Mega Knight

Shortest cycle

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

11 Rage The Log Skeleton Army Hog Rider

Attack Synergies 4 9

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.

Minion Horde
Rage Mega Knight Hog Rider
Hog Rider
Rage The Log Minion Horde Wizard Mega Knight
Wizard
Hog Rider Royal Hogs Rage Mega Knight
Royal Hogs
Wizard The Log Mega Knight
Rage
Minion Horde Hog Rider Wizard
Skeleton Army
The Log
Hog Rider Royal Hogs Mega Knight
Mega Knight
Minion Horde Hog Rider Wizard Royal Hogs The Log

Defense Synergies 0 6

Minion Horde
The Log
Hog Rider
Wizard
Skeleton Army The Log Mega Knight
Royal Hogs
Rage
Skeleton Army
Wizard The Log
The Log
Minion Horde Wizard Skeleton Army Mega Knight
Mega Knight
Wizard 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.

Minion Horde Wizard The Log
Minion Horde Skeleton Army The Log Mega Knight
Minion Horde Skeleton Army Mega Knight
Minion Horde Skeleton Army Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Mega Knight
Minion Horde Wizard
The Log Mega Knight
Minion Horde Skeleton Army
Skeleton Army Minion Horde Mega Knight
Minion Horde Skeleton Army Wizard The Log Mega Knight
Minion Horde Wizard
Minion Horde Skeleton Army Mega Knight Wizard The Log
Wizard Skeleton Army Mega Knight Minion Horde The Log
Skeleton Army Minion Horde Mega Knight
Minion Horde Skeleton Army The Log Mega Knight
Minion Horde Wizard Mega Knight Skeleton Army
Mega Knight Minion Horde Wizard Skeleton Army The Log
Wizard The Log Mega Knight
Wizard Skeleton Army Mega Knight Minion Horde The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Wizard The Log Mega Knight
Skeleton Army Mega Knight Minion Horde The Log
Skeleton Army Mega Knight Minion Horde The Log
Minion Horde Skeleton Army Mega Knight
Wizard Minion Horde
Skeleton Army Minion Horde
Mega Knight Minion Horde Skeleton Army
Minion Horde Mega Knight Skeleton Army The Log
Minion Horde Skeleton Army
Mega Knight Minion Horde
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Minion Horde Wizard
Wizard Minion Horde Skeleton Army Mega Knight
Skeleton Army Minion Horde The Log
Mega Knight Minion Horde Wizard The Log

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.)

Minion Horde The Log
The Log
Minion Horde The Log
The Log
Wizard Minion Horde The Log Mega Knight
Wizard Minion Horde
Minion Horde Wizard The Log
The Log Wizard
The Log Wizard
Minion Horde
Minion Horde Wizard The Log
Wizard
The Log
Minion Horde
The Log
Minion Horde Wizard The Log
Minion Horde Wizard The Log Mega Knight
Minion Horde
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Minion Horde The Log Mega Knight
Wizard
The Log
Minion Horde The Log
The Log Wizard Mega Knight
Minion Horde
The Log Wizard
Wizard The Log Mega Knight
The Log
Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Minion Horde Wizard The Log Mega Knight
Minion Horde
Minion Horde Mega Knight
Wizard The Log
Minion Horde Skeleton Army
Wizard
The Log
Minion Horde Wizard Mega Knight
The Log Wizard
Minion Horde Mega Knight
Minion Horde The Log
The Log Mega Knight
Wizard Mega Knight

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