My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

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 Wall Breakers 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 Wall Breakers 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

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 Wall Breakers Skeleton Army
Giant Snowball
Hog Rider Wall Breakers Skeleton Army
Zap
Wall Breakers Skeleton Army
Barbarian Barrel
Tesla Wizard Wall Breakers Skeleton Army
The Log
Hog Rider Wall Breakers Skeleton Army
Earthquake
Tesla Hog Rider Skeleton Army
Arrows
Wall Breakers Skeleton Army
Royal Delivery
Hog Rider Wizard Wall Breakers Skeleton Army
Fireball
Tesla Hog Rider Wizard Wall Breakers Skeleton Army
Poison
Wizard Skeleton Army
Lightning
Tesla Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Mega Knight

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.

Arrows Skeleton Army Mega Knight

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.

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.

Mediocre

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 Arrows Skeleton Army Tesla Hog Rider Wizard Mega Knight

Shortest cycle

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

10 Wall Breakers The Log Arrows Skeleton Army

Attack Synergies 2 8

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 Wall Breakers Mega Knight
Tesla
Hog Rider
Arrows The Log Wizard Mega Knight
Wizard
Hog Rider Mega Knight
Wall Breakers
Arrows The Log Mega Knight
Skeleton Army
The Log
Hog Rider Wall Breakers Mega Knight
Mega Knight
Arrows Hog Rider Wizard Wall Breakers The Log

Defense Synergies 2 8

Arrows
Mega Knight Tesla
Tesla
The Log Arrows Wizard Skeleton Army
Hog Rider
Wizard
Tesla Skeleton Army The Log Mega Knight
Wall Breakers
Skeleton Army
Tesla Wizard The Log
The Log
Tesla Wizard Skeleton Army Mega Knight
Mega Knight
Arrows Wizard The Log

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.

Tesla Wizard The Log
Skeleton Army Tesla The Log Mega Knight
Tesla Skeleton Army Mega Knight
Tesla Skeleton Army Mega Knight
Arrows Skeleton Army The Log Mega Knight
Arrows Skeleton Army The Log Tesla Mega Knight
Tesla Arrows Wizard
Arrows Tesla The Log Mega Knight
Tesla Skeleton Army
Skeleton Army Tesla Mega Knight
Skeleton Army Arrows Tesla Wizard The Log Mega Knight
Arrows Tesla Wizard
Tesla Skeleton Army Mega Knight Wizard The Log
Wizard Skeleton Army Mega Knight Arrows Tesla The Log
Skeleton Army Tesla Mega Knight
Skeleton Army Tesla The Log Mega Knight
Tesla Wizard Mega Knight Arrows Skeleton Army
Arrows Tesla Mega Knight Wizard Skeleton Army The Log
Arrows Wizard The Log Tesla Mega Knight
Tesla
Wizard Skeleton Army Mega Knight Arrows Tesla The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla
Arrows Tesla Wizard The Log Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Tesla The Log
Tesla Skeleton Army Mega Knight
Arrows Wizard Tesla
Skeleton Army Tesla
Mega Knight Tesla Skeleton Army
Mega Knight Skeleton Army The Log
Tesla Skeleton Army
Mega Knight Tesla
Skeleton Army Mega Knight Arrows The Log
Skeleton Army Mega Knight Tesla Wizard
Wizard Tesla Skeleton Army Mega Knight
Tesla Skeleton Army The Log
Arrows Mega Knight Tesla Wizard The Log
Arrows

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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log Mega Knight
Arrows
Arrows Wizard The Log Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard
Arrows Wizard The Log Mega Knight
Arrows The Log
Arrows Wizard
Wizard
Arrows Wizard The Log Mega Knight
Arrows
Mega Knight
Arrows Wizard The Log
Skeleton Army
Arrows Wizard
Arrows The Log
Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
The Log
The Log Mega Knight
Wizard Mega Knight

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