My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard Inferno Dragon

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 Electro Wizard Inferno Dragon Mega Knight

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 Arrows

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.

Knight Hog Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice Wizard Mega Knight

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.

Arrows Knight Ice Wizard Inferno Dragon 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.

Ice 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.

Zap Arrows Knight Ice Wizard Hog Rider Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

11 Zap Arrows Knight Ice Wizard

Attack Synergies 6 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.

Zap
Arrows Hog Rider Electro Wizard Knight Ice Wizard Mega Knight
Arrows
Zap Hog Rider Knight Mega Knight
Knight
Hog Rider Zap Arrows Ice Wizard Electro Wizard
Hog Rider
Zap Arrows Knight Electro Wizard Mega Knight
Ice Wizard
Zap Knight
Electro Wizard
Zap Knight Hog Rider Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Arrows Hog Rider Electro Wizard

Defense Synergies 5 11

Zap
Electro Wizard Mega Knight Arrows Knight Ice Wizard Inferno Dragon
Arrows
Mega Knight Zap Knight Ice Wizard
Knight
Ice Wizard Electro Wizard Zap Arrows
Hog Rider
Ice Wizard
Knight Zap Arrows Inferno Dragon Mega Knight
Electro Wizard
Zap Knight Inferno Dragon Mega Knight
Inferno Dragon
Zap Ice Wizard Electro Wizard Mega Knight
Mega Knight
Zap Arrows Ice Wizard Electro Wizard Inferno Dragon

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 Electro Wizard
Inferno Dragon Zap Knight Ice Wizard Electro Wizard Mega Knight
Mega Knight Knight Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Knight Ice Wizard Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Zap Ice Wizard Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Arrows Ice Wizard
Zap Arrows Electro Wizard Mega Knight
Inferno Dragon Ice Wizard
Knight Ice Wizard Electro Wizard Mega Knight
Ice Wizard Electro Wizard Zap Arrows Knight Mega Knight
Arrows Inferno Dragon Zap Ice Wizard Electro Wizard
Mega Knight Zap Knight Ice Wizard Electro Wizard
Mega Knight Zap Arrows Electro Wizard
Inferno Dragon Knight Electro Wizard Mega Knight
Zap Electro Wizard Inferno Dragon Mega Knight
Mega Knight Arrows Knight Electro Wizard
Arrows Mega Knight Zap Knight Ice Wizard Electro Wizard
Zap Arrows Knight Ice Wizard Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Arrows Knight Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Knight Mega Knight Zap Electro Wizard
Electro Wizard Zap Arrows Knight Inferno Dragon Mega Knight
Mega Knight Zap Knight Electro Wizard
Mega Knight Zap Knight Electro Wizard
Knight Inferno Dragon Mega Knight
Arrows Zap Ice Wizard Electro Wizard
Knight Ice Wizard Electro Wizard
Mega Knight Knight Inferno Dragon
Zap Electro Wizard Mega Knight Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Knight
Mega Knight Zap Arrows Electro Wizard
Mega Knight Knight
Mega Knight
Electro Wizard Zap Knight Inferno Dragon
Arrows Mega Knight Zap Ice Wizard Electro Wizard Inferno Dragon
Zap Arrows Ice Wizard 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.)

Arrows Knight
Arrows Zap Ice Wizard Electro Wizard
Arrows
Arrows Knight
Zap Arrows Mega Knight
Arrows Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Ice Wizard Mega Knight
Inferno Dragon
Arrows Zap Ice Wizard Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Ice Wizard Electro Wizard
Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard
Zap Arrows Ice Wizard Electro Wizard
Arrows
Knight Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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