My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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.

Witch 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.

Bomber Knight Royal Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant 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 Royal Giant Hog Rider

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

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
Bomber Royal Giant Hog Rider
Giant Snowball
Bomber Hog Rider Witch
Zap
Bomber Royal Giant Witch
Barbarian Barrel
Bomber Knight Witch Electro Wizard
The Log
Bomber Royal Giant Hog Rider Witch
Earthquake
Bomber Hog Rider Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Knight Hog Rider Witch Electro Wizard
Fireball
Bomber Hog Rider Witch Electro Wizard
Poison
Bomber Witch Electro Wizard
Lightning
Knight Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows The Log

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 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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber The Log Arrows Knight Hog Rider Electro Wizard Witch Royal Giant

Shortest cycle

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

10 Bomber The Log Arrows Knight

Attack Synergies 5 12

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.

Bomber
Royal Giant Knight Hog Rider
Arrows
Royal Giant Hog Rider Knight
Knight
Hog Rider Bomber Arrows Witch The Log Electro Wizard
Royal Giant
Bomber Arrows Hog Rider Witch The Log Electro Wizard
Hog Rider
Arrows Knight The Log Bomber Royal Giant Witch Electro Wizard
Witch
Knight Royal Giant Hog Rider
The Log
Hog Rider Knight Royal Giant
Electro Wizard
Knight Royal Giant Hog Rider

Defense Synergies 2 8

Bomber
Knight The Log Electro Wizard
Arrows
Knight
Knight
Bomber Electro Wizard Arrows Witch The Log
Royal Giant
Hog Rider
Witch
Knight The Log Electro Wizard
The Log
Bomber Knight Witch Electro Wizard
Electro Wizard
Knight Bomber Witch 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.

Bomber Knight The Log Electro Wizard
Bomber Knight Witch The Log Electro Wizard
Witch Bomber Knight Electro Wizard
Witch Bomber Knight Electro Wizard
Bomber Arrows The Log
Arrows The Log Bomber Electro Wizard
Electro Wizard Arrows Witch
Arrows The Log Electro Wizard
Witch
Knight Bomber Electro Wizard
Witch Electro Wizard Bomber Arrows Knight The Log
Arrows Witch Electro Wizard
Bomber Knight Witch The Log Electro Wizard
Bomber Arrows Witch The Log Electro Wizard
Knight Electro Wizard
The Log Electro Wizard
Bomber Arrows Knight Witch Electro Wizard
Arrows Bomber Knight Witch The Log Electro Wizard
Arrows Witch The Log Bomber Knight Electro Wizard
Electro Wizard
Bomber Arrows Knight Witch The Log Electro Wizard

Counters to secondary win conditions

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

Knight Witch Electro Wizard
Electro Wizard Bomber Arrows Knight The Log
Knight Witch The Log Electro Wizard
Knight The Log Electro Wizard
Knight Witch
Arrows Witch Electro Wizard
Knight Witch Electro Wizard
Knight
Electro Wizard Knight Witch The Log
Witch
Knight Witch
Arrows The Log Electro Wizard
Knight Witch
Bomber Witch
Witch Electro Wizard Bomber Knight The Log
Arrows Bomber Witch The Log Electro Wizard
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 Knight The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Bomber Arrows The Log
Arrows Witch
Bomber Arrows Witch The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows Knight The Log Electro Wizard
Arrows
Knight The Log
Arrows
Arrows The Log
Bomber Arrows Witch The Log
Arrows The Log
Arrows
Bomber
Bomber Arrows The Log Electro Wizard
Bomber Arrows Witch The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Bomber Witch
Witch
Arrows The Log Witch Electro Wizard
Arrows Witch The Log
Arrows The Log
Arrows Witch Electro Wizard
Electro Wizard Witch
Bomber Arrows The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Witch
Arrows Witch Electro Wizard
Arrows The Log
Knight Electro Wizard
Arrows The Log Bomber
Arrows
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard

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