My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Baby Dragon Witch

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.

Wizard Baby Dragon Witch P.E.K.K.A

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.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

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.

Hog Rider Baby Dragon P.E.K.K.A

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 Skeleton Army
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Wizard Skeleton Army Witch
The Log
Hog Rider Skeleton Army Witch
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Baby Dragon Witch P.E.K.K.A
Fireball
Hog Rider Wizard Skeleton Army Baby Dragon Witch
Poison
Wizard Skeleton Army Witch
Lightning
Wizard Baby Dragon Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon The Log

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.

Skeleton Army Baby Dragon P.E.K.K.A

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 Witch

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.

Mirror The Log Skeleton Army Hog Rider Baby Dragon Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Mirror The Log Skeleton Army 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.

Hog Rider
The Log Wizard Mirror Baby Dragon Witch
Wizard
Hog Rider P.E.K.K.A
Mirror
The Log Hog Rider Skeleton Army
Skeleton Army
Mirror
Baby Dragon
Hog Rider Witch P.E.K.K.A
Witch
Hog Rider Baby Dragon P.E.K.K.A
P.E.K.K.A
Wizard Baby Dragon Witch The Log
The Log
Hog Rider Mirror P.E.K.K.A

Defense Synergies 2 9

Hog Rider
Wizard
Skeleton Army P.E.K.K.A The Log
Mirror
Skeleton Army The Log
Skeleton Army
Mirror Wizard The Log
Baby Dragon
Witch P.E.K.K.A The Log
Witch
Baby Dragon The Log
P.E.K.K.A
The Log Wizard Baby Dragon
The Log
P.E.K.K.A Wizard Mirror Skeleton Army Baby Dragon Witch

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.

Wizard Baby Dragon The Log
Skeleton Army P.E.K.K.A Witch The Log
Skeleton Army Witch P.E.K.K.A
Skeleton Army Witch P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Baby Dragon
Wizard Baby Dragon Witch
Baby Dragon P.E.K.K.A The Log
Witch P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Witch Wizard Baby Dragon The Log
Wizard Baby Dragon Witch
Skeleton Army P.E.K.K.A Wizard Witch The Log
Wizard Skeleton Army Baby Dragon Witch P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Wizard Skeleton Army Witch P.E.K.K.A
Wizard Skeleton Army Baby Dragon Witch The Log
Wizard Baby Dragon Witch The Log
P.E.K.K.A
Wizard Skeleton Army Baby Dragon Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A
Wizard Baby Dragon The Log
Skeleton Army P.E.K.K.A Witch The Log
Skeleton Army P.E.K.K.A The Log
P.E.K.K.A Skeleton Army Witch
Wizard Baby Dragon Witch
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeleton Army Baby Dragon Witch The Log
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Skeleton Army Baby Dragon Witch
Skeleton Army Witch Baby Dragon P.E.K.K.A The Log
Wizard Baby Dragon Witch P.E.K.K.A The Log

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.)

Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch The Log
The Log Wizard Baby Dragon
The Log Wizard
Wizard The Log
Wizard Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Wizard Baby Dragon Witch The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon Witch The Log
Baby Dragon The Log
Wizard
The Log
Baby Dragon The Log
The Log Wizard Baby Dragon Witch
Witch
The Log Wizard Baby Dragon Witch
Wizard Baby Dragon Witch The Log
Baby Dragon The Log
Wizard Baby Dragon Witch
Wizard Witch
Wizard The Log
P.E.K.K.A
Wizard The Log
Skeleton Army Witch
Wizard Baby Dragon Witch
The Log
Wizard Baby Dragon
The Log Wizard Baby Dragon
P.E.K.K.A
Baby Dragon Witch The Log
Witch
Baby Dragon Witch The Log
P.E.K.K.A
Wizard

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