My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers 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.

Bomber Archers Knight Elixir Collector Golem Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Zap

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.

Elixir Collector

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 Golem

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 Golem 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
Bomber Archers Hog Rider
Giant Snowball
Bomber Archers Hog Rider
Zap
Bomber Archers
Barbarian Barrel
Bomber Archers Knight Electro Wizard
The Log
Bomber Archers Hog Rider
Earthquake
Bomber Archers Hog Rider Elixir Collector
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Knight Hog Rider Electro Wizard
Fireball
Bomber Archers Hog Rider Elixir Collector Electro Wizard
Poison
Bomber Archers Elixir Collector Electro Wizard
Lightning
Knight Elixir Collector Electro Wizard
Rocket
Hog Rider Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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 Elixir Collector Golem

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Archers Knight Hog Rider Electro Wizard Elixir Collector Golem

Shortest cycle

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

10 Bomber Zap Archers Knight

Attack Synergies 5 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.

Bomber
Golem Zap Knight Hog Rider
Zap
Hog Rider Electro Wizard Bomber Archers Knight Golem
Archers
Knight Zap Hog Rider Golem
Knight
Archers Hog Rider Bomber Zap Electro Wizard
Hog Rider
Zap Knight Bomber Archers Electro Wizard
Elixir Collector
Golem
Bomber Zap Archers Electro Wizard
Electro Wizard
Zap Knight Hog Rider Golem

Defense Synergies 4 5

Bomber
Knight Zap Electro Wizard
Zap
Electro Wizard Bomber Archers Knight
Archers
Knight Zap Electro Wizard
Knight
Bomber Archers Electro Wizard Zap
Hog Rider
Elixir Collector
Golem
Electro Wizard
Zap Knight Bomber Archers

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.

Bomber Zap Knight Electro Wizard
Zap Knight Electro Wizard
Bomber Archers Knight Electro Wizard
Knight Electro Wizard
Bomber
Bomber Zap Archers Electro Wizard
Electro Wizard Zap Archers
Zap Electro Wizard
Knight Bomber Archers Electro Wizard
Archers Electro Wizard Bomber Zap Knight
Zap Archers Electro Wizard
Bomber Zap Knight Electro Wizard
Bomber Zap Electro Wizard
Knight Electro Wizard
Zap Electro Wizard
Bomber Knight Electro Wizard
Bomber Zap Archers Knight Electro Wizard
Zap Bomber Archers Knight Electro Wizard
Electro Wizard
Bomber Archers Knight Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Electro Wizard
Electro Wizard Bomber Zap Archers Knight
Zap Knight Electro Wizard
Zap Knight Electro Wizard
Knight
Zap Archers Electro Wizard
Archers Knight Electro Wizard
Knight
Zap Electro Wizard Knight
Knight
Zap Electro Wizard
Knight
Bomber Archers
Electro Wizard Bomber Zap Archers Knight
Bomber Zap Archers Electro Wizard
Bomber 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
Zap Electro Wizard
Knight
Bomber Zap
Zap
Bomber Archers
Zap
Zap
Electro Wizard
Zap Knight Electro Wizard
Zap Archers
Knight
Zap
Bomber Zap
Bomber
Bomber Zap Archers Electro Wizard
Bomber Zap
Zap
Zap Bomber
Zap Electro Wizard
Zap
Zap
Zap Archers Electro Wizard
Zap Electro Wizard
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Archers
Zap Archers Electro Wizard
Knight Electro Wizard
Bomber Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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