My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Executioner 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.

Skeletons Knight Executioner Electro Wizard

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.

Zap 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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Executioner 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.

Knight Tornado Executioner

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Knight Tornado Hog Rider Electro Wizard Executioner

Shortest cycle

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

8 Skeletons Zap The Log Knight

Attack Synergies 7 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.

Skeletons
Zap
Hog Rider Tornado Electro Wizard Knight Executioner The Log
Knight
Hog Rider Executioner Zap The Log Electro Wizard
Hog Rider
Zap Knight The Log Tornado Executioner Electro Wizard
Tornado
Zap Executioner Hog Rider The Log
Executioner
Knight Tornado Zap Hog Rider The Log
The Log
Hog Rider Zap Knight Tornado Executioner
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 4 16

Skeletons
Zap Knight Tornado Executioner The Log Electro Wizard
Zap
Electro Wizard Skeletons Knight Tornado Executioner The Log
Knight
Executioner Electro Wizard Skeletons Zap Tornado The Log
Hog Rider
Tornado
Executioner Skeletons Zap Knight The Log Electro Wizard
Executioner
Knight Tornado Skeletons Zap The Log
The Log
Skeletons Zap Knight Tornado Executioner Electro Wizard
Electro Wizard
Zap Knight Skeletons Tornado 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.

Zap Knight Executioner The Log Electro Wizard
Skeletons Zap Knight Executioner The Log Electro Wizard
Tornado Skeletons Knight Executioner Electro Wizard
Skeletons Knight Electro Wizard
Tornado The Log
Tornado The Log Skeletons Zap Executioner Electro Wizard
Tornado Electro Wizard Zap Executioner
Zap The Log Electro Wizard
Skeletons Tornado
Knight Tornado Skeletons Electro Wizard
Executioner Electro Wizard Skeletons Zap Knight Tornado The Log
Executioner Zap Tornado Electro Wizard
Skeletons Zap Knight The Log Electro Wizard
Executioner Zap Tornado The Log Electro Wizard
Knight Electro Wizard
Tornado Zap The Log Electro Wizard
Skeletons Knight Tornado Executioner Electro Wizard
Zap Knight Tornado Executioner The Log Electro Wizard
Zap Tornado Executioner The Log Knight Electro Wizard
Tornado Electro Wizard
Knight Executioner The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Zap Electro Wizard
Electro Wizard Zap Knight Executioner The Log
Skeletons Zap Knight The Log Electro Wizard
Zap Knight Tornado The Log Electro Wizard
Skeletons Knight Executioner
Executioner Skeletons Zap Tornado Electro Wizard
Skeletons Knight Electro Wizard
Knight
Zap Electro Wizard Skeletons Knight Tornado The Log
Skeletons
Knight
Zap Tornado The Log Electro Wizard
Skeletons Knight Executioner
Executioner
Electro Wizard Skeletons Zap Knight Tornado Executioner The Log
Executioner Zap The Log Electro Wizard
Zap 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.)

Knight The Log
Zap Tornado Executioner The Log Electro Wizard
The Log
Knight The Log
Executioner Zap The Log
Executioner Zap Tornado
Tornado Executioner The Log
The Log Zap Tornado Executioner
The Log Zap Tornado
Tornado Electro Wizard
Zap Knight Tornado The Log Electro Wizard
Zap Tornado Executioner
Knight Executioner The Log
Zap The Log
Zap Executioner The Log
Executioner The Log
Tornado
Zap Executioner The Log Electro Wizard
Zap Tornado The Log
The Log
Tornado
Tornado The Log
Zap The Log
Zap Tornado The Log Executioner
The Log Zap Tornado Executioner Electro Wizard
Zap Tornado The Log
Zap Tornado The Log
Zap Tornado Executioner Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard
Zap Tornado Executioner Electro Wizard
The Log
Knight Executioner Electro Wizard
The Log Zap Executioner
Zap Tornado
Executioner
Zap Tornado The Log Electro Wizard
Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner The Log Electro Wizard

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