My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Ice Wizard Mother Witch Ram Rider

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.

Knight Ice Wizard Mother Witch Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Punishments

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

Hog Rider Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Ram 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 Ram 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 Guards Ram Rider
Giant Snowball
Hog Rider Guards Ram Rider
Zap
Guards Ram Rider
Barbarian Barrel
Knight Guards Ice Wizard
The Log
Hog Rider Guards Ram Rider
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Knight Hog Rider Guards Ice Wizard Mother Witch Ram Rider
Fireball
Hog Rider Ice Wizard Mother Witch Ram Rider
Poison
Guards Ice Wizard Mother Witch
Lightning
Knight Ice Wizard Mother Witch Ram Rider
Rocket
Hog Rider Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Ice Wizard

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.

Knight Guards Ice Wizard Mother Witch

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.

Fireball

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.

Fireball Ice 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 Knight Guards Ice Wizard Fireball Hog Rider Mother Witch Ram Rider

Shortest cycle

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

11 The Log Knight Guards Ice Wizard

Attack Synergies 3 14

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.

Knight
Hog Rider Fireball The Log Ice Wizard Mother Witch Ram Rider
Fireball
Hog Rider Knight The Log Ram Rider
Hog Rider
Knight Fireball The Log Guards Mother Witch
Guards
Hog Rider The Log Ram Rider
The Log
Hog Rider Knight Fireball Guards Ram Rider
Ice Wizard
Knight Ram Rider
Mother Witch
Knight Hog Rider Ram Rider
Ram Rider
Knight Fireball Guards The Log Ice Wizard Mother Witch

Defense Synergies 2 12

Knight
Ice Wizard Fireball The Log Mother Witch
Fireball
The Log Knight Ice Wizard Ram Rider
Hog Rider
Guards
The Log Ice Wizard Mother Witch
The Log
Fireball Knight Guards Ice Wizard Mother Witch Ram Rider
Ice Wizard
Knight Fireball Guards The Log Mother Witch
Mother Witch
Knight Guards The Log Ice Wizard
Ram Rider
Fireball 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.

Knight Fireball The Log Ram Rider
Knight The Log Ice Wizard Ram Rider
Ram Rider Knight Ice Wizard
Knight Guards Ice Wizard Ram Rider
Fireball The Log
Fireball The Log Guards Ice Wizard Mother Witch
Ram Rider Fireball Ice Wizard
Fireball The Log Ram Rider
Ice Wizard
Knight Guards Ice Wizard
Guards Ice Wizard Mother Witch Knight Fireball The Log Ram Rider
Fireball Ice Wizard Ram Rider
Knight Fireball Guards The Log Ice Wizard Ram Rider
Fireball Guards The Log
Knight Ram Rider
Fireball The Log Ram Rider
Knight Fireball
Fireball Knight Guards The Log Ice Wizard Ram Rider
The Log Knight Fireball Guards Ice Wizard Mother Witch Ram Rider
Ram Rider
Knight Fireball Guards The Log Mother Witch

Counters to secondary win conditions

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

Knight Guards Fireball
Fireball Knight The Log
Guards Knight The Log Ram Rider
Guards Knight Fireball The Log Ram Rider
Knight Guards Ram Rider
Fireball Mother Witch Ice Wizard Ram Rider
Guards Knight Fireball Ice Wizard Ram Rider
Knight
Knight Fireball The Log
Guards
Knight Guards
Fireball Guards The Log
Knight Fireball Guards Ram Rider
Fireball
Guards Knight Fireball The Log
Fireball The Log Ice Wizard Mother Witch
Fireball Ice 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.)

Fireball Knight Guards The Log
Fireball The Log Ice Wizard Ram Rider
Fireball The Log
Knight Fireball Guards The Log
Fireball The Log
Fireball Mother Witch Ice Wizard Ram Rider
The Log
Fireball The Log Ice Wizard Ram Rider
Fireball The Log Ram Rider
Fireball Guards
Knight Fireball The Log Ram Rider
Fireball
Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fireball The Log
Fireball The Log Mother Witch
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Mother Witch Fireball Ice Wizard
Fireball The Log Ice Wizard Ram Rider
Fireball The Log Ram Rider
Fireball The Log
Fireball Ice Wizard Mother Witch
Fireball Guards
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Guards
Fireball Ice Wizard Ram Rider
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
Fireball Guards The Log
Fireball
Fireball The Log
Fireball

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