My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

Archers Witch Electro Dragon

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.

Archers Witch Electro Dragon Mega Knight Goblinstein

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.

The Log

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 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
Archers Hog Rider Guards
Giant Snowball
Archers Hog Rider Guards Witch Electro Dragon
Zap
Archers Guards Witch
Barbarian Barrel
Archers Guards Witch
The Log
Archers Hog Rider Guards Witch
Earthquake
Archers Hog Rider Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Hog Rider Guards Witch Electro Dragon
Fireball
Archers Hog Rider Witch Electro Dragon
Poison
Archers Guards Witch Electro Dragon
Lightning
Witch Electro Dragon Goblinstein
Rocket
Hog Rider Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon The Log 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 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.

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 Archers Guards Hog Rider Witch Electro Dragon Goblinstein Mega Knight

Shortest cycle

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

12 The Log Archers Guards Hog Rider

Attack Synergies 1 10

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.

Archers
Hog Rider Electro Dragon Mega Knight
Hog Rider
The Log Archers Guards Witch Mega Knight
Guards
Hog Rider The Log
Witch
Hog Rider Mega Knight
Electro Dragon
Archers Mega Knight
The Log
Hog Rider Guards Mega Knight
Mega Knight
Archers Hog Rider Witch Electro Dragon The Log
Goblinstein

Defense Synergies 0 12

Archers
Guards Witch The Log Mega Knight
Hog Rider
Guards
Archers Witch Electro Dragon The Log
Witch
Archers Guards Electro Dragon The Log Mega Knight
Electro Dragon
Guards Witch The Log
The Log
Archers Guards Witch Electro Dragon Mega Knight
Mega Knight
Archers Witch The Log
Goblinstein

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.

Electro Dragon The Log
Witch Electro Dragon The Log Mega Knight
Witch Mega Knight Archers Electro Dragon
Witch Guards Electro Dragon Mega Knight
The Log Mega Knight
The Log Archers Guards Electro Dragon Mega Knight
Archers Witch Electro Dragon
Electro Dragon The Log Mega Knight
Witch
Guards Archers Mega Knight
Archers Guards Witch Electro Dragon The Log Mega Knight
Archers Witch Electro Dragon
Mega Knight Guards Witch Electro Dragon The Log
Mega Knight Guards Witch Electro Dragon The Log
Mega Knight
The Log Mega Knight
Mega Knight Witch Electro Dragon
Mega Knight Archers Guards Witch Electro Dragon The Log
Witch The Log Archers Guards Electro Dragon Mega Knight
Mega Knight Archers Guards Witch Electro Dragon The Log

Counters to secondary win conditions

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

Guards Mega Knight Archers Witch
Archers Electro Dragon The Log Mega Knight
Guards Mega Knight Witch Electro Dragon The Log
Guards Mega Knight The Log
Guards Witch Mega Knight
Archers Witch Electro Dragon
Guards Archers Witch
Mega Knight
Electro Dragon Mega Knight Witch The Log
Witch Guards
Mega Knight Guards Witch Electro Dragon
Mega Knight Guards The Log
Mega Knight Guards Witch
Archers Witch Electro Dragon Mega Knight
Guards Witch Electro Dragon Archers The Log
Mega Knight Archers Witch Electro Dragon 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.)

Guards Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
Guards The Log
The Log Mega Knight
Witch Electro Dragon
Archers Witch The Log
The Log Electro Dragon
The Log Electro Dragon
Guards Electro Dragon
Electro Dragon The Log
Archers Electro Dragon
The Log
Electro Dragon
The Log
Witch Electro Dragon The Log
Electro Dragon The Log Mega Knight
Archers Electro Dragon The Log Mega Knight
Witch Electro Dragon The Log Mega Knight
The Log Mega Knight
The Log
Electro Dragon The Log
The Log Witch Electro Dragon Mega Knight
Witch
The Log Witch Electro Dragon
Witch Electro Dragon The Log Mega Knight
The Log
Archers Witch Electro Dragon
Electro Dragon Guards Witch
Electro Dragon The Log Mega Knight
Electro Dragon
Mega Knight
The Log
Archers Guards Witch Electro Dragon
Archers Witch Electro Dragon
The Log
Electro Dragon Mega Knight
The Log Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Guards Witch The Log
Witch Electro Dragon
Electro Dragon Witch The Log Mega Knight
Electro Dragon Mega Knight

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