My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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.

Wizard 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.

Wizard Electro Wizard Mega Knight Skeleton King

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.

Tornado 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 Skeleton King

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado The Log Mega Knight Skeleton King

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.

Guards Tornado Mega Knight

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 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 Guards Tornado Hog Rider Electro Wizard Skeleton King Wizard Mega Knight

Shortest cycle

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

12 The Log Guards Tornado Hog Rider

Attack Synergies 2 11

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 Guards Tornado Electro Wizard Mega Knight
Wizard
Tornado Hog Rider Mega Knight
Guards
Hog Rider The Log
Tornado
Wizard Hog Rider The Log Mega Knight
The Log
Hog Rider Guards Tornado Mega Knight
Electro Wizard
Hog Rider Mega Knight
Mega Knight
Hog Rider Wizard Tornado The Log Electro Wizard
Skeleton King

Defense Synergies 1 14

Hog Rider
Wizard
Tornado Guards The Log Electro Wizard Mega Knight Skeleton King
Guards
Wizard The Log Electro Wizard
Tornado
Wizard The Log Electro Wizard Mega Knight Skeleton King
The Log
Wizard Guards Tornado Electro Wizard Mega Knight
Electro Wizard
Wizard Guards Tornado The Log Mega Knight
Mega Knight
Wizard Tornado The Log Electro Wizard
Skeleton King
Wizard Tornado

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 The Log Electro Wizard
The Log Electro Wizard Mega Knight
Tornado Mega Knight Electro Wizard
Guards Electro Wizard Mega Knight Skeleton King
Tornado The Log Mega Knight
Tornado The Log Guards Electro Wizard Mega Knight
Tornado Electro Wizard Wizard
The Log Electro Wizard Mega Knight
Tornado Skeleton King
Guards Tornado Electro Wizard Mega Knight
Guards Electro Wizard Wizard Tornado The Log Mega Knight Skeleton King
Wizard Tornado Electro Wizard
Mega Knight Wizard Guards The Log Electro Wizard
Wizard Mega Knight Guards Tornado The Log Electro Wizard Skeleton King
Electro Wizard Mega Knight Skeleton King
Tornado The Log Electro Wizard Mega Knight
Wizard Mega Knight Tornado Electro Wizard
Mega Knight Wizard Guards Tornado The Log Electro Wizard
Wizard Tornado The Log Guards Electro Wizard Mega Knight
Tornado Electro Wizard
Wizard Mega Knight Guards The Log Electro Wizard

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 Wizard The Log Mega Knight
Guards Mega Knight The Log Electro Wizard
Guards Mega Knight Tornado The Log Electro Wizard
Guards Mega Knight
Wizard Tornado Electro Wizard
Guards Electro Wizard
Mega Knight
Electro Wizard Mega Knight Tornado The Log
Guards
Mega Knight Guards
Mega Knight Guards Tornado The Log Electro Wizard
Mega Knight Wizard Guards Skeleton King
Wizard Mega Knight
Guards Electro Wizard Tornado The Log Skeleton King
Mega Knight Wizard The Log Electro Wizard Skeleton King
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.)

Guards The Log
Tornado The Log Electro Wizard
The Log
Guards The Log
Wizard The Log Mega Knight
Wizard Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Guards Tornado Electro Wizard
Wizard Tornado The Log Electro Wizard
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Tornado
Wizard The Log Electro Wizard Mega Knight
Wizard Tornado The Log Mega Knight
The Log Mega Knight
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard Mega Knight
The Log Wizard Tornado Electro Wizard
Wizard Tornado The Log Mega Knight
Tornado The Log
Wizard Tornado Electro Wizard
Electro Wizard Wizard Guards
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Guards
Wizard Tornado Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard Skeleton King
Tornado
Mega Knight
Guards Tornado The Log Electro Wizard Skeleton King
Tornado Electro Wizard
Tornado The Log Electro Wizard Mega Knight
Wizard Mega Knight

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