My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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.

Hunter Electro Wizard Ram Rider

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.

Hunter Royal Ghost Electro Wizard Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Wall Breakers Ram 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.

Wall Breakers Royal Ghost Ram 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.

Wall Breakers Royal Ghost Ram 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.

Royal Ghost Electro Wizard Ram Rider

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
Wall Breakers Ram Rider
Giant Snowball
Wall Breakers Ram Rider
Zap
Wall Breakers Ram Rider
Barbarian Barrel
Wall Breakers Hunter Royal Ghost Electro Wizard
The Log
Wall Breakers Hunter Ram Rider
Earthquake
Arrows
Wall Breakers
Royal Delivery
Wall Breakers Hunter Royal Ghost Electro Wizard Ram Rider
Fireball
Wall Breakers Hunter Electro Wizard Ram Rider
Poison
Hunter Electro Wizard
Lightning
Hunter Electro Wizard Ram Rider Goblinstein
Rocket
Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter The Log Royal Ghost 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.

Royal Ghost 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.

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.

Wall Breakers The Log Royal Ghost Hunter Electro Wizard Ram Rider Goblinstein Mega Knight

Shortest cycle

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

11 Wall Breakers The Log Royal Ghost Hunter

Attack Synergies 0 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.

Wall Breakers
The Log Royal Ghost Electro Wizard Mega Knight
Hunter
Ram Rider Mega Knight
The Log
Wall Breakers Ram Rider Mega Knight
Royal Ghost
Wall Breakers Electro Wizard Ram Rider Mega Knight
Electro Wizard
Wall Breakers Royal Ghost Ram Rider Mega Knight
Ram Rider
Hunter The Log Royal Ghost Electro Wizard Mega Knight
Mega Knight
Wall Breakers Hunter The Log Royal Ghost Electro Wizard Ram Rider
Goblinstein

Defense Synergies 0 12

Wall Breakers
Hunter
The Log Electro Wizard Ram Rider Mega Knight
The Log
Hunter Royal Ghost Electro Wizard Ram Rider Mega Knight
Royal Ghost
The Log Electro Wizard Mega Knight
Electro Wizard
Hunter The Log Royal Ghost Ram Rider Mega Knight
Ram Rider
Hunter The Log Electro Wizard
Mega Knight
Hunter The Log Royal Ghost Electro Wizard
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.

The Log Electro Wizard Ram Rider
Hunter The Log Electro Wizard Ram Rider Mega Knight
Hunter Ram Rider Mega Knight Electro Wizard
Hunter Electro Wizard Ram Rider Mega Knight
The Log Mega Knight
The Log Hunter Royal Ghost Electro Wizard Mega Knight
Hunter Electro Wizard Ram Rider
The Log Electro Wizard Ram Rider Mega Knight
Hunter
Hunter Royal Ghost Electro Wizard Mega Knight
Electro Wizard Hunter The Log Royal Ghost Ram Rider Mega Knight
Hunter Electro Wizard Ram Rider
Hunter Mega Knight The Log Electro Wizard Ram Rider
Mega Knight Hunter The Log Royal Ghost Electro Wizard
Hunter Electro Wizard Ram Rider Mega Knight
Hunter The Log Electro Wizard Ram Rider Mega Knight
Mega Knight Hunter Electro Wizard
Mega Knight Hunter The Log Royal Ghost Electro Wizard Ram Rider
Hunter The Log Royal Ghost Electro Wizard Ram Rider Mega Knight
Hunter Electro Wizard Ram Rider
Royal Ghost Mega Knight Hunter The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Royal Ghost Electro Wizard
Electro Wizard Hunter The Log Royal Ghost Mega Knight
Mega Knight Hunter The Log Electro Wizard Ram Rider
Hunter Mega Knight The Log Electro Wizard Ram Rider
Hunter Ram Rider Mega Knight
Hunter Electro Wizard Ram Rider
Hunter Electro Wizard Ram Rider
Mega Knight Hunter
Electro Wizard Mega Knight The Log
Mega Knight Hunter
Mega Knight The Log Electro Wizard
Mega Knight Hunter Ram Rider
Mega Knight
Electro Wizard Hunter The Log
Mega Knight Hunter The Log Royal Ghost Electro Wizard
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.)

The Log Royal Ghost
The Log Royal Ghost Electro Wizard Ram Rider
The Log
The Log
The Log Mega Knight
Hunter Ram Rider
The Log
The Log Hunter Ram Rider
The Log Ram Rider
Electro Wizard
The Log Electro Wizard Ram Rider
Hunter The Log
The Log
Hunter The Log
The Log Mega Knight
Hunter The Log Electro Wizard Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Hunter Mega Knight
The Log Hunter Royal Ghost Electro Wizard Ram Rider
The Log Ram Rider Mega Knight
The Log
Hunter Electro Wizard
Electro Wizard
Hunter The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard
Hunter Electro Wizard Ram Rider
The Log
Hunter Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Royal Ghost Electro Wizard Mega Knight
Mega Knight

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