My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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.

Hunter Electro 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.

Hunter Electro Wizard Mega Knight Mighty Miner

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.

Arrows 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 Mighty Miner

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 Mighty Miner

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
Hog Rider Guards Mighty Miner
Giant Snowball
Hog Rider Guards Mighty Miner
Zap
Guards Mighty Miner
Barbarian Barrel
Guards Hunter Electro Wizard
The Log
Hog Rider Guards Hunter
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Hunter Electro Wizard
Fireball
Hog Rider Hunter Electro Wizard Mighty Miner
Poison
Guards Hunter Electro Wizard
Lightning
Hunter Electro Wizard Mighty Miner
Rocket
Hog Rider Hunter Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter 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.

Arrows Guards Mega Knight Mighty Miner

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.

The Log Arrows Guards Hog Rider Hunter Electro Wizard Mighty Miner Mega Knight

Shortest cycle

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

12 The Log Arrows Guards Hog Rider

Attack Synergies 2 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.

Arrows
Hog Rider Mega Knight Mighty Miner
Hog Rider
Arrows The Log Guards Hunter Electro Wizard Mega Knight
Guards
Hog Rider The Log
Hunter
Hog Rider Mega Knight
The Log
Hog Rider Guards Mega Knight
Electro Wizard
Hog Rider Mega Knight
Mega Knight
Arrows Hog Rider Hunter The Log Electro Wizard
Mighty Miner
Arrows

Defense Synergies 2 8

Arrows
Mega Knight
Hog Rider
Guards
Hunter The Log Electro Wizard
Hunter
Guards The Log Electro Wizard Mega Knight
The Log
Guards Hunter Electro Wizard Mega Knight
Electro Wizard
Guards Hunter The Log Mega Knight
Mega Knight
Arrows Hunter The Log Electro Wizard
Mighty Miner

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
Hunter The Log Electro Wizard Mega Knight
Hunter Mega Knight Electro Wizard
Hunter Guards Electro Wizard Mega Knight
Arrows The Log Mega Knight
Arrows The Log Guards Hunter Electro Wizard Mega Knight
Hunter Electro Wizard Arrows
Arrows The Log Electro Wizard Mega Knight
Hunter Mighty Miner
Guards Hunter Electro Wizard Mega Knight
Guards Electro Wizard Arrows Hunter The Log Mega Knight
Arrows Hunter Electro Wizard
Hunter Mega Knight Guards The Log Electro Wizard
Mega Knight Arrows Guards Hunter The Log Electro Wizard
Hunter Electro Wizard Mega Knight
Hunter The Log Electro Wizard Mega Knight
Mega Knight Arrows Hunter Electro Wizard
Arrows Mega Knight Guards Hunter The Log Electro Wizard
Arrows Hunter The Log Guards Electro Wizard Mega Knight
Hunter Electro Wizard
Mega Knight Arrows Guards Hunter The Log Electro Wizard
Hunter Mighty Miner

Counters to secondary win conditions

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

Guards Mega Knight Electro Wizard
Electro Wizard Arrows Hunter The Log Mega Knight
Guards Mega Knight Hunter The Log Electro Wizard
Guards Hunter Mega Knight The Log Electro Wizard
Guards Hunter Mega Knight Mighty Miner
Arrows Hunter Electro Wizard
Guards Hunter Electro Wizard
Mega Knight Mighty Miner Hunter
Electro Wizard Mega Knight The Log
Guards
Mega Knight Guards Hunter
Mega Knight Arrows Guards The Log Electro Wizard
Mega Knight Guards Hunter
Mega Knight
Guards Electro Wizard Hunter The Log Mighty Miner
Arrows Mega Knight Hunter The Log Electro Wizard Mighty Miner
Arrows 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.)

Arrows Guards The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Guards The Log
Arrows The Log Mega Knight
Arrows Hunter
Arrows The Log
Arrows The Log Hunter
Arrows The Log
Guards Electro Wizard
Arrows The Log Electro Wizard
Arrows
Hunter The Log
Arrows
Arrows The Log
Arrows Hunter The Log
Arrows The Log Mega Knight
Arrows
Arrows Hunter The Log Electro Wizard Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Hunter Mega Knight
Arrows The Log Hunter Electro Wizard
Arrows The Log Mega Knight
Arrows The Log
Arrows Hunter Electro Wizard
Electro Wizard Guards
Arrows Hunter The Log Mega Knight
Arrows Electro Wizard
Mighty Miner Mega Knight
Arrows The Log
Electro Wizard Guards
Arrows Hunter Electro Wizard
Arrows The Log
Hunter Electro Wizard Mega Knight
Arrows The Log
Arrows
Mega Knight
Guards The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight
Mega Knight

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