My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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.

Electro Wizard Inferno Dragon Magic Archer

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 Elixir Golem Electro Wizard Inferno Dragon Magic Archer Sparky

Offensive cards

Win conditions

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

Elixir Golem 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.

Elixir Golem Hog Rider

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 Elixir Golem Hog Rider Magic Archer

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 Magic Archer

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
Elixir Golem Hog Rider Inferno Dragon Sparky
Giant Snowball
Hog Rider Inferno Dragon
Zap
Inferno Dragon Sparky
Barbarian Barrel
Knight Elixir Golem Electro Wizard Magic Archer Sparky
The Log
Elixir Golem Hog Rider Sparky
Earthquake
Elixir Golem Hog Rider
Arrows
Royal Delivery
Knight Elixir Golem Hog Rider Electro Wizard Inferno Dragon Magic Archer Sparky
Fireball
Elixir Golem Hog Rider Electro Wizard Inferno Dragon Magic Archer Sparky
Poison
Elixir Golem Electro Wizard Magic Archer Sparky
Lightning
Knight Electro Wizard Inferno Dragon Magic Archer Sparky
Rocket
Hog Rider Inferno Dragon Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer Sparky

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.

Knight Elixir Golem Inferno Dragon Sparky

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.

Zap Knight Elixir Golem Hog Rider Electro Wizard Inferno Dragon Magic Archer Sparky

Shortest cycle

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

12 Zap Knight Elixir Golem 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 Electro Wizard Sparky Knight Elixir Golem Magic Archer
Knight
Hog Rider Zap Electro Wizard Magic Archer Sparky
Elixir Golem
Zap Hog Rider Inferno Dragon Magic Archer Sparky
Hog Rider
Zap Knight Elixir Golem Electro Wizard Magic Archer
Electro Wizard
Zap Knight Hog Rider Magic Archer Sparky
Inferno Dragon
Elixir Golem
Magic Archer
Zap Knight Elixir Golem Hog Rider Electro Wizard
Sparky
Zap Knight Elixir Golem Electro Wizard

Defense Synergies 3 7

Zap
Electro Wizard Knight Inferno Dragon Magic Archer Sparky
Knight
Electro Wizard Magic Archer Zap Sparky
Elixir Golem
Hog Rider
Electro Wizard
Zap Knight Inferno Dragon Magic Archer
Inferno Dragon
Zap Electro Wizard
Magic Archer
Knight Zap Electro Wizard
Sparky
Zap Knight

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 Electro Wizard Magic Archer Sparky
Inferno Dragon Sparky Zap Knight Electro Wizard
Sparky Knight Electro Wizard Inferno Dragon
Inferno Dragon Sparky Knight Electro Wizard
Sparky
Zap Electro Wizard Magic Archer
Electro Wizard Inferno Dragon Zap Magic Archer
Zap Electro Wizard Magic Archer Sparky
Inferno Dragon Sparky
Knight Electro Wizard Sparky
Electro Wizard Zap Knight Magic Archer
Inferno Dragon Zap Electro Wizard Magic Archer
Sparky Zap Knight Electro Wizard
Sparky Zap Electro Wizard Magic Archer
Inferno Dragon Sparky Knight Electro Wizard
Zap Electro Wizard Inferno Dragon Sparky
Sparky Knight Electro Wizard
Zap Knight Electro Wizard Magic Archer
Zap Knight Electro Wizard Inferno Dragon Magic Archer
Sparky Electro Wizard Inferno Dragon
Knight Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Zap Electro Wizard Sparky
Electro Wizard Zap Knight Inferno Dragon Magic Archer
Zap Knight Electro Wizard Sparky
Zap Knight Electro Wizard Sparky
Knight Inferno Dragon Sparky
Zap Electro Wizard Magic Archer
Sparky Knight Electro Wizard
Knight Inferno Dragon Sparky
Zap Electro Wizard Knight Inferno Dragon Magic Archer Sparky
Inferno Dragon Sparky
Inferno Dragon Knight Sparky
Zap Electro Wizard
Knight Sparky
Magic Archer Sparky
Electro Wizard Sparky Zap Knight Inferno Dragon Magic Archer
Zap Electro Wizard Inferno Dragon Magic Archer Sparky
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.)

Magic Archer Knight Sparky
Zap Electro Wizard Magic Archer
Magic Archer Sparky
Knight Sparky
Zap Magic Archer Sparky
Zap Magic Archer
Magic Archer Sparky
Zap Magic Archer
Zap
Electro Wizard Sparky
Zap Knight Electro Wizard Magic Archer Sparky
Zap Magic Archer
Knight Magic Archer Sparky
Magic Archer
Zap Magic Archer Sparky
Zap Magic Archer Sparky
Magic Archer Sparky
Sparky
Sparky
Zap Electro Wizard Magic Archer Sparky
Zap Magic Archer
Magic Archer Sparky
Sparky
Zap
Zap Magic Archer Sparky
Inferno Dragon
Zap Electro Wizard Magic Archer Sparky
Zap Magic Archer Sparky
Zap Magic Archer Sparky
Zap Electro Wizard Magic Archer Sparky
Zap Electro Wizard
Sparky
Zap Magic Archer Sparky
Zap Electro Wizard Magic Archer Sparky
Sparky
Magic Archer Sparky
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Knight Electro Wizard Magic Archer Sparky
Zap Magic Archer
Zap Sparky
Sparky
Zap Electro Wizard Magic Archer Sparky
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer Sparky
Inferno Dragon Sparky
Sparky

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