My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion 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.

Knight Mega Minion Wizard Lumberjack

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

Punishments

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

Elite Barbarians Hog Rider Lumberjack

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.

Knight Elite Barbarians Hog Rider Lumberjack

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 Lumberjack

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
Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Mega Minion Hog Rider Skeleton Army Lumberjack
Zap
Skeleton Army
Barbarian Barrel
Knight Elite Barbarians Wizard Skeleton Army Lumberjack
The Log
Elite Barbarians Hog Rider Skeleton Army Lumberjack
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Elite Barbarians Mega Minion Hog Rider Wizard Skeleton Army Lumberjack
Fireball
Elite Barbarians Mega Minion Hog Rider Wizard Skeleton Army Lumberjack
Poison
Mega Minion Wizard Skeleton Army
Lightning
Knight Elite Barbarians Mega Minion Wizard Lumberjack
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Knight Mega Minion 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.

Elite Barbarians 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

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 Knight Mega Minion Skeleton Army Hog Rider Lumberjack Wizard Elite Barbarians

Shortest cycle

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

11 Zap Knight Mega Minion Skeleton Army

Attack Synergies 5 11

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 Mega Minion Hog Rider Knight Lumberjack
Knight
Mega Minion Hog Rider Zap Elite Barbarians Wizard Lumberjack
Elite Barbarians
Zap Knight Hog Rider Wizard Lumberjack
Mega Minion
Zap Knight
Hog Rider
Zap Knight Elite Barbarians Wizard Lumberjack
Wizard
Knight Elite Barbarians Hog Rider Lumberjack
Skeleton Army
Lumberjack
Zap Knight Elite Barbarians Hog Rider Wizard

Defense Synergies 2 15

Zap
Mega Minion Knight Elite Barbarians Skeleton Army Lumberjack
Knight
Mega Minion Zap Wizard Skeleton Army Lumberjack
Elite Barbarians
Zap Mega Minion Wizard
Mega Minion
Zap Knight Elite Barbarians Wizard Skeleton Army Lumberjack
Hog Rider
Wizard
Knight Elite Barbarians Mega Minion Skeleton Army Lumberjack
Skeleton Army
Zap Knight Mega Minion Wizard Lumberjack
Lumberjack
Zap Knight Mega Minion Wizard Skeleton Army

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 Knight Mega Minion Wizard
Elite Barbarians Skeleton Army Lumberjack Zap Knight Mega Minion
Skeleton Army Lumberjack Knight Elite Barbarians Mega Minion
Elite Barbarians Skeleton Army Lumberjack Knight Mega Minion
Elite Barbarians Skeleton Army Lumberjack
Skeleton Army Zap Mega Minion Lumberjack
Mega Minion Zap Wizard
Zap
Elite Barbarians Skeleton Army Lumberjack
Knight Elite Barbarians Skeleton Army Lumberjack
Skeleton Army Zap Knight Mega Minion Wizard Lumberjack
Mega Minion Zap Wizard
Skeleton Army Lumberjack Zap Knight Elite Barbarians Wizard
Wizard Skeleton Army Zap Mega Minion Lumberjack
Elite Barbarians Skeleton Army Knight Lumberjack
Skeleton Army Zap Elite Barbarians Lumberjack
Wizard Knight Elite Barbarians Skeleton Army Lumberjack
Zap Knight Elite Barbarians Mega Minion Wizard Skeleton Army Lumberjack
Zap Wizard Knight Mega Minion Lumberjack
Elite Barbarians Lumberjack
Wizard Skeleton Army Knight Elite Barbarians Lumberjack

Counters to secondary win conditions

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

Knight Skeleton Army Lumberjack Zap Elite Barbarians
Zap Knight Elite Barbarians Mega Minion Wizard Lumberjack
Skeleton Army Lumberjack Zap Knight Elite Barbarians
Skeleton Army Lumberjack Zap Knight Elite Barbarians
Knight Elite Barbarians Skeleton Army Lumberjack
Wizard Zap
Skeleton Army Knight Elite Barbarians Mega Minion Lumberjack
Knight Elite Barbarians Skeleton Army Lumberjack
Zap Knight Elite Barbarians Mega Minion Skeleton Army
Mega Minion Skeleton Army
Knight Elite Barbarians Mega Minion Lumberjack
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Knight Wizard Lumberjack
Wizard Skeleton Army
Elite Barbarians Skeleton Army Zap Knight Mega Minion Lumberjack
Zap Elite Barbarians Mega Minion Wizard
Zap

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.)

Knight
Zap
Knight
Wizard Zap
Wizard Zap Mega Minion
Wizard
Zap Wizard
Zap Wizard
Elite Barbarians Lumberjack
Zap Knight Wizard
Zap Wizard
Knight Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Zap Mega Minion Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Mega Minion
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Zap Wizard
Zap Mega Minion Wizard
Elite Barbarians Mega Minion
Zap Wizard
Zap
Wizard
Zap Skeleton Army
Zap Mega Minion Wizard
Knight Mega Minion Wizard Lumberjack
Zap Wizard
Zap
Elite Barbarians Mega Minion
Zap Elite Barbarians
Zap
Zap
Wizard

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